https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=JC&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T16:47:30ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Dizzy/Starter&diff=451249GGXRD-R2/Dizzy/Starter2024-03-28T01:35:30Z<p>JC: /* Defense */ - Fixed Axl 2K, set it to display his hitboxes to help the guide</p>
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<div>{{Overview/navigation|okizeme=true}}<br />
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<center><big>{{clr|H|Please read}} [[Help:Writing_Character_Pages#Writing_Starter_Guides|this section]] {{clr|H|before contributing to this page.}}</big></center><br />
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======<span style="visibility:hidden;font-size:0">Basic Game Plan</span>======<br />
{{card<br />
|header=Basic Game Plan<br />
|content=<br />
Dizzy uses her far-reaching {{keyword|term=normal|normals}}, movement, and projectile specials to play a neutral mixup game between waiting and reacting, going in with or without summons, movement, pre-emptive moves, and summoning. Dizzy's [[#Specials|Summons]] have long start up and counter-hit recovery so using them haphazardly will lead to taking lots of damage or even being stunned. She converts her successful neutral wins in to {{keyword|term=hard knockdown|hard knockdowns}}, then forces her opponent to block strong {{keyword|term=mix-up|mix-ups}}.<br />
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|header2=What to Learn First<br />
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You'll want to first learn Dizzy's basic tools. Then learn a few basic universal [[#What to do after a knockdown|Setups]] and practice looping them with a basic combo into another knockdown. Dizzy needs to maximize her reward off her setups and can win rounds off a single knockdown. At the same time, consider your options if your opponent blocks your mix-up. Learn to route in to {{MMC|input=f.S|label={{clr|S|f.S}}}} followed by a Jump Cancel, or {{MMC|input=5H|label={{clr|H|5H}}}} to stay safe on block. Avoid pressing {{MMC|input=2D|label={{clr|D|2D}}}} on block, or summoning when your opponent is close to you. Even more importantly, while Dizzy is still within a closer range she can go for a strike/throw mixup during pressure with a very rewarding throw that leads into more okizeme.<br />
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Once you're comfortable looping Dizzy's knockdowns, and are safely ending your pressure if you're blocked, there are many more setups, zoning strategies, and combos to learn in order to maximize your offense and minimize risk in neutral. If you're unsure where to go next, try the other Dizzy sections here on Dustloop or the [[#External Resources|External Resources]] section at the bottom of the page.<br />
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======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
Dizzy has large grounded {{keyword|pokes|term=poke}} to help her control the neutral game and access her devious {{keyword|mix-up}} game. While some of her options are fairly high commitment, learning to use each option in its niche gives Dizzy a strong grounded neutral game with consistent routing into a knockdown with {{MMC|input=2D|label={{clr|D|2D}}}}.<br />
*{{MMC|input=2P|label={{clr|P|2P}}}} is a very low commitment pressure starter and {{keyword|poke}}, with the option to {{keyword|tick throw}} after.<br />
*{{MMC|input=2K|label={{clr|K|2K}}}} is an essential low {{keyword|mix|mix-up}} option, pressure starter, and defensive {{keyword|abare}} tool. Can also be used for {{keyword|stagger pressure}} when covered by [[#Specials|Summons]].<br />
*{{MMC|input=c.S|label={{clr|S|c.S}}}} and {{MMC|input=f.S|label={{clr|S|f.S}}}} are safe pressure/combo fillers, {{keyword|term=Hit Confirm|hit confirmable}} into knockdowns, and jump cancellable to reset pressure. Know that {{MMC|input=f.S|label={{clr|S|f.S}}}} is very slow on whiff, so be careful if you're not sure of your spacing.<br />
*{{MMC|input=4S|label={{clr|S|4S}}}} is an extremely active and highly damaging move with multiple hits, useful for catching jumps and air techs, ramping up RISC, and in combos.<br />
*{{MMC|input=5H|label={{clr|H|5H}}}} is an extremely safe (unpunishable!) pressure ender and situational {{keyword|term=poke|poke}}, with enough push back to put Dizzy out of range of most characters' fastest buttons.<br />
*{{MMC|input=2D|label={{clr|D|2D}}}} is an enormous sweep with low-profile hurtbox at the end of the gatling table, making it a primary combo ender for meterless combos to get strong {{keyword|okizeme}} and sometimes as a {{keyword|frame trap}} or counterpoke.<br />
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|header2=Aerials<br />
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Dizzy can do a lot in the air with a high super jump, 2 Air Dash options, and a bevvy of air-OK specials. Dizzy also has long air dash strings due to her high air dash momentum.<br />
*{{MMC|input=j.K|label={{clr|K|j.K}}}} is your main jump in button with long range and good air-to-ground hitbox especially close to the ground.<br />
*{{MMC|input=j.S|label={{clr|S|j.S}}}} is a very fast and safe disjointed air poke with large horizontal range.<br />
*{{MMC|input=j.H|label={{clr|H|j.H}}}} is your primary air {{keyword|block string}} ender, giving plenty of {{keyword|hitstun}} to {{keyword|gaplessly|term=gap}} land and use {{MMC|input=2K|label={{clr|K|2K}}}} or combo from your air hits.<br />
*{{MMC|input=j.D|label={{clr|D|j.D}}}} is great if your opponent likes to be high in the air. Doesn't hit below Dizzy or very far horizontally, so best used when rising below your opponent.<br />
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|header3=Anti Air<br />
|content3=<br />
Dizzy has a strong and well rounded kit of anti-air options, with each having strengths and weaknesses.<br />
*{{MMC|input=2S|label={{clr|S|2S}}}} is Dizzy's go to anti-air and sticks a disjointed hitbox high in the air from a crouching position. Since {{MMC|input=2S|label={{clr|S|2S}}}} doesn't hit very far in front of her, it's best when almost directly below the opponent.<br />
*{{MMC|input=6P|label={{clr|P|6P}}}} has upper body invincibility making it a strong counterpoke and anti-air.<br />
*{{MMC|input=4S|label={{clr|S|4S}}}}, {{MMC|input=f.S|label={{clr|S|f.S}}}}, and {{MMC|input=5P|label={{clr|P|5P}}}} all have high hitboxes that give them usage as anti-airs as well, just watch out for their large hurtboxes getting clipped by strong air-to-ground aerials.<br />
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======<span style="visibility:hidden;font-size:0">Defense</span>======<br />
{{card<br />
|header=Defense<br />
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Dizzy relies heavily on system mechanics for defense, as she lacks a meterless reversal, and her fastest normal ({{MMC|input=5P|label={{clr|P|5P}}}}) whiffs often against grounded opponents.<br />
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'''Blocking''': While guilty gear has a lot of cool movement, mechanics, moves, and things to do blocking is very essential. Be comfortable blocking and watch what your opponent tries to do on offense and learn from it. The goal is to work toward having a strong defense that takes unreactable things to open up.<br />
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'''Faultless Defense''': {{keyword|Faultless Defense}} increases the time you are in blockstun but pushes the opponent back. It also prevents chip damage and risc buildup. It takes some meter so try to time FD to the opponents attacks. This is a very strong tool at every level of play and is easy to start using for beginners.<br />
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'''Backdash''': {{keyword|Backdash}} is a universal mechanic and Dizzy's backdash is very useful. It can be used to create space, used at round start, used as a feint to get people to chase you, invulnerable through moves, get out of setups, make meaty moves whiff, and more. Start experimenting with backdash in your matches and watch how stronger players use it.<br />
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'''Instant Block''': {{keyword|Instant Block}} has a generous 8f window. Think of instant blocking like catching a ball. You don't want to time it as the hit comes but "catch" them instead. This reduces pushback and reduces the time you are in blockstun. This can widen or creates gaps in the opponents offense. This is harder to use than {{keyword|Faultless Defense}} but still very fundamental to Guilty Gear and is essential for any player.<br />
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'''Jump Out''': Dizzy has a fast super jump and lots of mobility with her double air dash. Jump out when you think a throw or big enough gap is coming. Make it safer by jumping while using {{keyword|Faultless Defense}}. More advanced players can learn to {{keyword|Fuzzy Jump}}.<br />
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'''{{keyword|Abare}}''': {{MMC|input=2P|label={{clr|P|2P}}}}, {{MMC|input=5P|label={{clr|P|5P}}}}, and {{MMC|input=2K|label={{clr|K|2K}}}} are all fast enough to beat many slower buttons. However, {{MMC|input=2P|label={{clr|P|2P}}}} is 6 frames and can be low-profiled by moves like {{Character Label|GGXRD-R2|Axl|label=Axl's}} {{MMC|chara=Axl Low|input=2K|hitboxMode=true|imageNumber=2|label={{clr|K|2K}}}}, {{MMC|input=5P|label={{clr|P|5P}}}} goes over the head of most crouchers and even some running animations, and {{MMC|input=2K|label={{clr|K|2K}}}} is 7 frames startup.<br />
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'''Throw''': Dizzy's throw leads into her oppressive {{keyword|Okizeme}} game. Defensive throw is very good in guilty gear because it comes out in 1f and beats most options and if your opponent throws at the same time it will lead to a tech. As with everything there's ways to beat it, including spacing and well timed lows, but it should be something you are willing to represent especially with your back to the corner where you can backthrow them and entirely reverse the momentum of the round.<br />
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'''Air Throw''': Hit 4 or 6 and {{clr|H|5H}} while both you and the opponent are in the air. It feels amazing to snag people out of the air and it's so strong of a mechanic it redefines how guilty gear is played. While tricky at first you can practice it by setting a training dummy to jump in training mode, then once you get a feel for it setting the cpu to a low level and just only focus on air throws. Then start trying it in real matches!<br />
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'''{{MMC|input=632146P|label=Mirror ({{clr|P|632146P}})}}''': Your invincible reversal super. Costs 50% meter, can be thrown after the super animation if your opponent is close enough, and doesn't hit very far in front of Dizzy.<br />
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'''Universal Options''': [[GGXRD-R2/Mechanics#Blitz_Shield|Blitz]] and [[GGXRD-R2/Mechanics#Dead_Angle_Attack|Dead Angle Attack]] are powerful and necessary defensive options. Familiarize yourself with them in the [[GGXRD-R2/Mechanics|Mechanics]] section and in-game tutorials.<br />
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======<span style="visibility:hidden;font-size:0">Specials</span>======<br />
{{card<br />
|header=Summoning Fish<br />
|content=<br />
Dizzy's 214{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}} specials are commonly referred to by the community as "Fish", and each summon a special projectile with unique properties, as well as being Air OK. Fish are used to cover for Dizzy's approach and for {{keyword|okizeme}}, but only one can be active at a time.<br />
*{{MMC|input=214P|label={{clr|P|214P}}}} attacks 3 times, with a short wait between each. Great for {{keyword|tick throws|term=tick throw}} and staggered {{MMC|input=2K|label={{clr|K|2K}}}}.<br />
*{{MMC|input=214K|label={{clr|K|214K}}}} is similar to {{MMC|input=214P|label={{clr|P|214P}}}} but attacks twice from a much longer distance, making it more reliable midscreen.<br />
*{{MMC|input=214S|label={{clr|S|214S}}}} creates a laser that covers the full screen and travels upwards. Mostly for preemptive anti-airs.<br />
*{{MMC|input=214H|label={{clr|H|214H}}}} creates a laser that travels the full screen and covers the ground. If done in the air, it will travel downwards. Usually the best generic Fish choice to cover approach and after scoring a knockdown with {{MMC|input=2D|label={{clr|D|2D}}}}, but keep in mind it won't hit meaty against most characters.<br />
*{{MMC|input=214D|label={{clr|D|214D}}}} is unlike the others, used primarily as a defensive neutral tool. While most Fish are destroyed on hit, {{MMC|input=214D|label={{clr|D|214D}}}} has a shield that, when hit, will cause the Fish to attack the opponent.<br />
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|header2=Bubbles<br />
|content2=<br />
Similar to Fish, Dizzy's {{MMC|input=j.236P|label=j.236{{clr|P|P}}}}/{{MMC|input=j.236K|label={{clr|K|K}}}} specials create unique projectiles. Unlike Fish, Bubbles require Dizzy to hit them in order for them to become active, and don't go away if Dizzy is hit by the opponent. Bubbles cause a large amount of block- and hit-stun, making them useful to reset pressure, launch opponents during combos, or encouraging your opponent to respect you in neutral by threatening to pop your bubble. Learning to {{keyword|tiger knee}} Bubbles is a crucial part of Dizzy's initial learning curve.<br />
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|header3=Other Specials<br />
|content3=<br />
In addition to Fish and Bubbles, Dizzy has a few other specials with variable usefulness.<br />
*{{MMC|input=236S|label={{clr|S|236S}}}}, AKA "Ice Spike", is a vital combo ender (mostly useful in the corner, or when you need a bit more damage) and launcher when used with [[GGXRD-R2/Movement#Roman_Cancel|Red Roman Cancel]] for Dizzy's highest damage combos.<br />
*{{MMC|input=236H|label={{clr|H|236H}}}} is also primarily a combo ender, giving a hard knockdown in situations where {{MMC|input=2D|label={{clr|D|2D}}}} or {{MMC|input=6H|label={{clr|H|6H}}}} would whiff.<br />
*Dizzy's other specials like {{MMC|input=421H|label={{clr|H|421H}}}} or {{MMC|input=236P|label={{clr|P|236P}}}} are mostly combo filler or {{keyword|zoning}} tools, but have niche use in more complex setplay.<br />
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======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<br />
Dizzy's win condition revolves around converting her neutral wins into knockdowns, then using her Summons to force her opponent to deal with {{keyword|mixups|term=mix-up}}. Dizzy's main tools for this are:<br />
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<big>Ending in {{MMC|input=2D|label={{clr|D|2D}}}}:</big><br />
*(Air Dash {{MMC|input=j.K|label={{clr|K|j.K}}}} > {{MMC|input=j.P|label={{clr|P|j.P}}}} > {{MMC|input=j.H|label={{clr|H|j.H}}}}) > {{MMC|input=2K|label={{clr|K|2K}}}} > {{MMC|input=c.S|label={{clr|S|c.S}}}} (> {{MMC|input=f.S|label={{clr|S|f.S}}}} > {{MMC|input=5H|label={{clr|H|5H}}}}) > {{MMC|input=2D|label={{clr|D|2D}}}} (> 214{{clr|P|P}}/{{clr|K|K}}/{{clr|H|H}})<br />
**Universal gatling combo into a knockdown, optionally from a low Air Dash.<br />
**Use {{clr|S|S}} buttons and {{clr|H|5H}} for extra damage when in range.<br />
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<big>Ending in {{MMC|input=6H|label={{clr|H|6H}}}}:</big><br />
*[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]] > Dash {{MMC|input=2P|label={{clr|P|2P}}}}/{{MMC|input=2K|label={{clr|K|2K}}}}/{{MMC|input=5K|label={{clr|K|5K}}}} > {{MMC|input=6P|label={{clr|H|6H}}}} (> 214{{clr|P|P}}/{{clr|K|K}}/{{clr|H|H}})<br />
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<big>Ending in {{MMC|input=236S|label={{clr|S|236S}}}} in the Corner:</big><br />
*[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]] > Dash {{MMC|input=2P|label={{clr|P|2P}}}}/{{MMC|input=2K|label={{clr|K|2K}}}}/{{MMC|input=5K|label={{clr|K|5K}}}} > {{MMC|input=4S|label={{clr|S|4S}}}} > {{MMC|input=236S|label={{clr|S|236S}}}} (>{{MMC|input=214P|label={{clr|P|214P}}}}/{{MMC|input=421S|label={{clr|S|421S}}}})<br />
*Starter...{{MMC|input=2D|label={{clr|D|2D}}}} > {{MMC|input=236S|label={{clr|S|236S}}}} (> 214{{clr|P|P}}/{{clr|K|K}}/{{clr|H|H}})<br />
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<big>Ending in {{MMC|input=236H|label={{clr|H|236H}}}}:</big><br />
*{{MMC|input=j.236K|label={{clr|K|j.236K}}}} > Dash {{MMC|input=6H|label={{clr|H|6[H]}}}} > {{MMC|input=236H|label={{clr|H|236H}}}}<br />
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======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending Meter<br />
|content=<br />
Dizzy has 3 primary uses for meter:<br />
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<big>Ice Spike ({{MMC|input=236S|label={{clr|S|236S}}}})/Fish (214{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|D|D}}) YRC</big><br />
*{{MMC|input=236S|label={{clr|S|236S}}}} YRC is used as a powerful and rewarding frametrap, for space control, pressure resets, okizeme, and as a call out against opponent pressure resets.<br />
*Fish YRC is used to control neutral, set up Fish while still having time to Meaty after a scramble, or for more complex setplay.<br />
*Keep in mind that YRC reduces your meter gain for a period, resulting in substantially less total meter economy over the course of a match if used poorly.<br />
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<big>Ice Spike ({{MMC|input=236S|label={{clr|S|236S}}}}) RRC</big><br />
*Used to cash out for big damage. Since Dizzy is so fragile (and her supers are a bit lackluster), it's important to use RRC to reduce the number of possible chances your opponent has to escape.<br />
*Example Midscreen Combo:<br />
**Starter...{{MMC|input=236S|label={{clr|S|236S}}}} > RRC > {{MMC|input=421H|label={{clr|H|421H}}}} > late IAD > {{MMC|input=j.H|label={{clr|H|j.H}}}} > {{MMC|input=421H|label={{clr|H|421H}}}} (hits) > {{MMC|input=j.236K|label={{clr|K|j.236K}}}} > {{MMC|input=j.H|label={{clr|H|j.H}}}} > {{MMC|input=j.236K|label={{clr|K|j.236K}}}} (hits) > {{MMC|input=236H|label={{clr|H|236H}}}}<br />
*Example Corner Combo:<br />
**Starter...{{MMC|input=236S|label={{clr|S|236S}}}} > RRC > {{MMC|input=421H|label={{clr|H|421H}}}} > Dash {{MMC|input=5H|label={{clr|H|5H}}}} > {{MMC|input=421H|label={{clr|H|421H}}}} (hits) > {{MMC|input=236H|label={{clr|H|236H}}}}<br />
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<big>Defense:</big> {{MMC|input=632146P|label=Mirror ({{clr|P|632146P}})}}, [[GGXRD-R2/Mechanics#Blitz_Shield|Blitz]], and [[GGXRD-R2/Mechanics#Dead_Angle_Attack|Dead Angle Attack]] can be the difference between life and death, so keeping your meter bar green can bail you out of otherwise lethal situations.<br />
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======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a {{keyword|Knockdown|term=okizeme}}<br />
|content=<br />
Dizzy's [[#Specials|Summons]] give her a large number of options after a knockdown, each requiring unique responses from her opponent. If you're looking for more complex setups or more ideas, check out the [[GGXRD-R2/Dizzy/Okizeme#Meatying_with_Summon|Okizeme Guide]] for examples.<br />
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<big>Beginner Setups</big><br />
*(After {{MMC|input=2D|label={{clr|D|2D}}}} Midscreen) {{MMC|input=214H|label={{clr|H|214H}}}} > Dash {{keyword|Meaty}} {{MMC|input=2K|label={{clr|K|2K}}}}/{{MMC|input=2P|label={{clr|P|2P}}}} > {{MMC|input=2K|label={{clr|K|2K}}}}/{{keyword|Frame Trap}}/Throw<br />
**Simple Strike/Throw setup. If your opponent is mashing, use a delayed gatling like {{MMC|input=6P|label={{clr|P|6P}}}} or {{MMC|input=c.S|label={{clr|S|c.S}}}} > {{MMC|input=2H|label={{clr|H|2H}}}} to {{keyword|Frame Trap}}. If they're being very passive, run up and throw. If they're trying to delay their mash to stuff your throw, hit {{MMC|input=2K|label={{clr|K|2K}}}} again.<br />
**For passive players and against characters with slow wake ups (Bedman/Elphelt/Faust/Jam/Kum/Leo/Venom), the {{clr|H|H}} Fish will hit meaty naturally. Instead try:<br />
***{{MMC|input=214H|label={{clr|H|214H}}}} > {{keyword|IAD}} over > Air Dash Back j.{{MMC|input=j.K|label={{clr|K|K}}}}{{MMC|input=j.P|label={{clr|P|P}}}}{{MMC|input=j.H|label={{clr|H|H}}}}/Land {{MMC|input=2K|label={{clr|K|2K}}}}/[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]] OR {{keyword|term=Tiger Knee|TK}} {{MMC|input=j.236K|label={{clr|K|j.236K}}}} > {{keyword|IAD}} j.{{MMC|input=j.K|label={{clr|K|K}}}}{{MMC|input=j.P|label={{clr|P|P}}}}{{MMC|input=j.H|label={{clr|H|H}}}}/Land {{MMC|input=2K|label={{clr|K|2K}}}}/[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]]<br />
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*(After {{MMC|input=236S|label={{clr|S|236S}}}} in Corner) {{keyword|Microdash}} {{keyword|Meaty}} {{MMC|input=214P|label={{clr|P|214P}}}} > {{MMC|input=2K|label={{clr|K|2K}}}}/{{MMC|input=2P|label={{clr|P|2P}}}}/[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]]<br />
**One of Dizzy's most potent Strike/Throw mix setups. The {{clr|P|P}} Fish will bit 2 more times, with each gap being a {{MMC|input=2K|label={{clr|K|2K}}}}/{{MMC|input=2P|label={{clr|P|2P}}}}/[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]] opportunity. Use {{MMC|input=2K|label={{clr|K|2K}}}} by default to catch Throw, and {{MMC|input=2P|label={{clr|P|2P}}}} to catch Low Blitz attempts.<br />
**More advanced option after {{keyword|Meaty}} {{MMC|input=214P|label={{clr|P|214P}}}}: {{keyword|term=Tiger Knee|TK}} {{MMC|input=j.236K|label={{clr|K|j.236K}}}} > {{MMC|input=j.S|label={{clr|S|j.S}}}} > {{keyword|IAD}} j.{{MMC|input=j.K|label={{clr|K|K}}}}{{MMC|input=j.P|label={{clr|P|P}}}}{{MMC|input=j.H|label={{clr|H|H}}}}/Land {{MMC|input=2K|label={{clr|K|2K}}}}/[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]]<br />
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*(After {{MMC|input=2D|label={{clr|D|2D}}}} Anywhere) {{keyword|Meaty}} {{MMC|input=214K|label={{clr|K|214K}}}} > {{keyword|term=Tiger Knee|TK}} {{MMC|input=j.236P|label={{clr|P|j.236P}}}} > {{keyword|IAD}} > j.{{MMC|input=j.K|label={{clr|K|K}}}}{{MMC|input=j.P|label={{clr|P|P}}}}{{MMC|input=j.H|label={{clr|H|H}}}}/Land {{MMC|input=2K|label={{clr|K|2K}}}}/[[GGXRD-R2/Controls#Throw_and_Air_Throw|Throw]]<br />
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}}<br />
{{StarterGuideSEO}}<br />
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== External Resources ==<br />
Sword's [https://docs.google.com/document/d/1-GDqw4dNgS79GgicyJfXBTGqPyrTrFOnhKcPQj9abgs/edit#heading=h.uuw2qa2vio6o Dizzy Rev 2 Guide]<br />
<br />
[https://discord.gg/010mhBiZ6iFf6edGL Dizzy Discord]<br />
* Start with the resources in #New-Player-Starter-Kit, and ask questions in #Beginner-Questions!<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{GGXRD-R2/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=P4U2R/Labrys&diff=450291P4U2R/Labrys2024-03-22T17:42:38Z<p>JC: /* {{clr|1|5A}} */</p>
<hr />
<div>==Overview==<br />
{{P4U2R/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= Not satisfied with merely fighting with a Persona, '''Labrys''' elects to drag a gigantic axe into the ring to cleave her opponents in two with only one swing. Labrys operates as a damage-dealing machine, but she doesn't start the match at her full power. Instead, she has a unique mechanic where her axe gets charged the more hits she lands with her axe, regardless if they're hit or blocked. The goal? Get to Red Axe, where nearly every single tool she has becomes a Fatal Counter, and a single misstep from the opponent will spell their doom. Best of all, the axe level carries over across rounds, so if she closes one round in Red Axe, the next can be over in the blink of an eye.<br />
<br />
Sporting massive reach with the majority of her normals, Labrys can be a menace in neutral with or without a Persona. In the air, her {{MMC|input=j.B|label={{clr|2|j.B}}}} alone can make dealing with her extremely difficult, and on the ground she has numerous options to counter zoning attempts and put up walls to stop careless approaches.<br />
<br />
Reverse the situation, however, and Labrys reverts from a combat robot to a schoolgirl. Outside of her reliance on snowballing, Labrys' defensive options are very poor—with slow jabs, a terrible Furious Action, and no decent reversal options without her Awakening Super. On the other end, her pressure is more about making the opponent block to build up Axe Gauge rather than directly opening them up. She doesn't have many strong mixup options outside of her Chain Knuckle, and even then will likely need meter to turn her mixups into any meaningful damage.<br />
<br />
While she can be quite make-or-break, Labrys is one of few characters who can annihilate any unfortunate soul off of a jab. And she talks funny, so can you really say no to that?<br />
}}<br />
{{P4U2R/infobox<br />
|fastestAttack = {{clr|1|5A}}, {{clr|1|2A}} (7F)<br />
|reversalType = Attack (26F)<br />
|fatalStarter = {{clr|1|236A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}<br />
}}<br />
{{ProsAndCons<br />
|intro= charges in and swings her axe at any problem she faces, powering up her next attacks all the while.<br />
|pros = <br />
*'''TOD Machine''': In Red Axe, Labrys can kill off of any well-placed hit. Axe levels also carry over between rounds to keep the snowballing going, allowing her to end some games the moment she wins the second roundstart scramble.<br />
*'''Gigantic Axe''': And gigantic range. All of her normals sport excellent reach and hitstun, and {{clr|2|j.B}} might be worth an entire pro by itself. Not very reliant on her Persona thanks to this.<br />
*'''Assembly Not Required''': Even without Red Axe, Labrys deals a hefty amount of damage, sports great corner carry and has decent okizeme setups. She's in no hurry for mix-ups as she builds axe level on block as well, and her normals start dealing chip damage once she's in Red Axe.<br />
|cons =<br />
*'''Slow''': Fastest button clocks in at 7F, with the rest carrying hefty startup, and unimpressive movement speed. Struggles against zoning.<br />
*'''Mids Dispenser''': Few natural mixup options. Moreover, she cannot gatling her crouching normals into her standing normals, along with her normal mode having an unsafe autocombo. Proper pressure requires patience.<br />
*'''Short Battery Life''': Constantly wants meter to build axe level, create a mixup, confirm off of said mixup, or escape from pressure.<br />
*'''#1 Guard Point Fangirl''': Labrys' Furious Action is atrocious as a reversal, with heavy startup and guardpoint instead of invincibility making it very reactable. Her only solid defensive option is her [[P4U2R/Labrys#Weaver's_Art:_Breaking_Wheel|"Gear" super]], which requires Awakening.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Axe Levels <br />
|content=<br />
<center> [[File:P4U2R_Axe_Lv1_Icon.png]] [[File:P4U2R_Axe_Lv2_Icon.png]] [[File:P4U2R_Axe_Lv3_Icon.png]] [[File:P4U2R_Axe_Lv4_Icon.png]] [[File:P4U2R_Axe_Lv5_Icon.png]] </center><br />
Labrys has a special axe icon above her SP Gauge that levels up after using attacks that utilize Labrys' massive axe (even on block or whiff). It will slowly level down over time you don't attack with the axe, and decreases even more when Labrys is hit. The levels are broken down into the following colors with 1 being the lowest, 5 being the highest:<br />
*No Color (Gray) > Blue > Green > Yellow > Red<br />
*The higher the level of the Axe Gauge is, the more damage her axe attacks do.<br />
**Lv 1: 60%, Lv 2: 80%, Lv 3: 100%, Lv 4: 110%, Lv 5: 120%<br />
**Note her supers follows a unique formula, and will be mentioned in those sections.<br />
At red axe level, she gains the following special properties in addition to extra damage:<br />
*Added Hitstun for axe attacks<br />
*All Counter Hits by attacks that increase the Axe Gauge become Fatal Counters<br />
*Added chip damage with axe attacks<br />
Under Red Axe, Labrys also does significant chip damage with her axe normals and Skills, such as Guillotine Axe. See her [[P4U2R/Labrys/Frame_Data|frame data]] for exact values, as her moves scale slightly differently.<br />
<br />
[[File:P4Arena axeIcon.png|center]]<br />
<br />
;Management<br />
*At the start of each match, the axe gauge starts at Level 3 (Green) and always drifts to this level.<br />
**At Level 4 (Yellow) and Level 5 (Red), the axe level will steadily decrease down to Green over time.<br />
**If Labrys sinks to Level 1 (Grey) or Level 2 (Blue), it will slowly drift ''up'' to Green without Labrys doing anything.<br />
*The higher Labrys' axe level, the quicker the gauge decreases. In Yellow, it will take 7 seconds to hit Green, but only 4 in Red.<br />
*Labrys' axe level does ''not'' decrease while she is in blockstun.<br />
*Using certain special moves, such as Guillotine Axe, will build the gauge faster than normal moves.<br />
*Axe level will carry over to all subsequent rounds.<br />
<br />
Knowing this, don't focus too much on reaching red axe status, instead just look for ways to get in on your opponent first and know your proper BnB's after getting that first hit in. After that first hit happens you'll usually be at least at yellow axe status, with the followup okizeme pushing you up to red axe. At this point, it's merely keeping up that momentum and finishing the job with Beast. If your opponent blocks your mix up and pushes you back, don't fret about the axe level declining as it can be built back up just as fast.<br />
}}<br />
<br />
==Starter Guide==<br />
{{card|<br />
|header=Starter Guide<br />
|content=<center><div class="fpvideo">{{#ev:youtube|_nUbx9HJZoM|450}}{{Closediv}}</center><br />
}}<br />
<br />
==Normal Attacks==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="movelist-toggles"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">Shadow</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
{{P4U2R Move Card<br />
|input=5A,5AA Normal,5AAA Normal|versioned=yes<br />
|description=<br />
;{{clr|1|5A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
Labrys' massive jab. Her fastest, lowest commitment axe normal that outranges many characters' medium buttons.<br />
<br />
{{clr|1|5A}} does carry a few weaknesses. It's slow, unsafe and doesn't chain into {{clr|1|2A}}. In its stead it carries all the benefits of a typical Labrys axe move, commanding a wide range for its startup and leading to excellent damage on a counterhit. Labrys can poke and challenge from many ranges other characters would need to spend those extra frames on dashing in, or not attempting at all. With spacing, {{clr|1|5A}} is also perfectly usable for pressure since many characters can't contest the distance.<br />
----<br />
;{{clr|1|5AA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
A simple and respectable followup from {{clr|1|5A}}. Labrys moves forward while attacking, which carries innumerable benefits for the rest of her buttons. Despite its apparent lack of safety at -6, the pushback still tends to leave the opponent just a bit too far away to punish Labrys or successfully evade another {{clr|1|5A}}. The only downside is that it's not jump cancellable, which can make dealing with bursts very annoying.<br />
----<br />
;{{clr|1|5AAA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 3<br />
|inactive4 = 23<br />
|active4 = 6<br />
|recovery = 10<br />
}}<br />
{{clr|1|5AAA}} is almost as good as it gets for an autocombo ender. Excellent corner carry both on hit and block, easy to confirm into and hits reliably after any awkward stray hit. Hideously unsafe on block, so this should always be cancelled. Outside of the obvious {{clr|1|214A}} autocombo ender, Labrys can also chain into sweep.<br />
}}<br />
</div><br />
<div id="movelist-2" class="movelist"><br />
{{P4U2R Move Card<br />
|input=5A,5AA Shadow,5AAA Shadow|versioned=yes<br />
|description=<br />
;{{clr|1|5A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
Labrys' massive jab. Her fastest, lowest commitment axe normal that outranges many characters' medium buttons.<br />
<br />
{{clr|1|5A}} does carry a few weaknesses. It's slow, unsafe and doesn't chain into {{clr|1|2A}}. In its stead it carries all the benefits of a typical Labrys axe move, commanding a wide range for its startup and leading to excellent damage on a counterhit. Labrys can poke and challenge from many ranges other characters would need to spend those extra frames on dashing in, or not attempting at all. With spacing, {{clr|1|5A}} is also perfectly usable for pressure since many characters can't contest the distance.<br />
----<br />
;{{clr|1|5AA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Depending on who you are, this is either nice or annoying to have compared to normal Labrys.<br />
<br />
Moves forward with good reach and launches the opponent up on hit. It's much safer on block, but doesn't chain into any {{clr|2|B}} normals, which heavily restricts future pressure. Also not jump cancellable, again, but you're a Shadow this time around so fighting bursts isn't as hard.<br />
<br />
A subtle, but major weakness of Shadow {{clr|1|5AA}} comes from Instant Block. If {{clr|1|5A}} is IB'd, {{clr|1|5AA}} will not be a true blockstring and can be avoided or DP'd, creating a very easy window to escape Labrys' pressure. This doesn't help {{clr|A|5AA}}'s predictability at all, especially when the next hit of her autocombo is too slow to chain on its own as well. The extra frame advantage is nice regardless, but how much it truly helps pressure is debatable.<br />
----<br />
;{{clr|1|5AAA}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 23<br />
}}<br />
A significantly slower but more combo-friendly autocombo ender.<br />
<br />
Launches high on hit with a lot of hitstun, allowing for hop {{clr|2|j.2B}} routes with Yellow/Red Axe level. The downside, outside of the loss of raw corner carry, is the horribly slow speed. {{clr|1|5AAA}} will always leave a large, mashable gap if used in pressure, and with the issues mentioned about {{clr|1|5AA}} earlier, this only further compounds blockstring problems for S. Labrys.<br />
<br />
In essence, despite the seemingly better frame advantage on block, S. Labrys' autocombo is actually geared for stronger combos than pressure. Since Labrys already gets high damage on her own, it's questionably helpful, and perhaps a defining example as to why S. Labrys is very underplayed and typically viewed as redundant.<br />
</div><br />
}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
{{P4U2R Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 14<br />
}}<br />
A crouching jab that forfeits the axe benefits for the sake of pressure and safety.<br />
<br />
Unlike many of Labrys' buttons, {{clr|1|2A}} is remarkably safe and can chain into itself. This gives it a very different application than what's standard for Labrys, being stagger pressure and tick throws. However, {{clr|1|2A}} does NOT chain into {{clr|1|5A}}, nor is it considered an axe move. This poses a choice between using either normal; do you go for the damage and reach of {{clr|1|5A}} or the better pressure and safety of {{clr|1|2A}}? The latter carries more benefits than its standing counterpart if Labrys is up close and making her opponent block, so make the decision based on your current needs and goals.<br />
}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
{{P4U2R Move Card<br />
|input=5b,5{B},5[B]|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 2<br />
|recovery = 25<br />
}}<br />
Although it has a slow startup, {{clr|2|5B}} is a good ground poke when spaced well. In pressure, {{clr|2|5B}} has several follow up options such as dash and hop cancels, as well as chaining into other moves such as {{clr|3|2C}}, Sweep or Chain Knuckle that make it very useful for varying your pressure. <br />
*Dash cancel is -3 on block<br />
*Backdash cancel is -2 on block<br />
----<br />
;Half Charge<br />
Mostly useful for combos, but still somewhat useful elsewhere. Launches with sliding knockback on hit, comboing into chain knuckle midscreen and gives Labrys lots of time to do other things in the corner. It's also sometimes good to use in a blockstring, followed by the forward dash cancel to take advantage of being +4 and reset pressure.<br />
*Dash Cancel is +4 on block<br />
*Backdash cancel is +5 on block<br />
----<br />
;Full Charge<br />
It's unblockable, and it's also worthless! Extremely slow with a noticeable superflash, glow effect and an unblockable warning. Absolutely nobody will get hit by this if their controller is plugged in and knows Labrys can do this. Also has terrible starting proration.<br />
<br />
Labrys has multiple charged unblockable moves and none of them are helpful for her. Setting them up is highly situational, very costly, beaten by DPs or guard cancels while only giving subpar reward. Due to their lack of practical applications, they won't be given much attention on the page beyond ridicule.<br />
}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
{{P4U2R Move Card<br />
|input=2B,2{B},2[B]|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 26<br />
}}<br />
A great anti-air due to its wide hitbox, disjointed and hitting all around Labrys. A bit slow to head invincibility which makes it less useful for catching jump-ins for pressure, but Labrys has a short crouching hurtbox during the move which makes it still worthwhile everywhere else.<br />
<br />
In Red Axe, a counterhit {{clr|2|2B}} is Labrys' easiest and most infamous TOD starter. Opponents aware of the threat will most likely avoid jumping in as much as possible because of this, but if not then throw this at them to make them regret it.<br />
<br />
Jump and dash cancellable on connect, but due to Labrys' lack of options afterwards most players will fully expect a cancel, so choose your options wisely.<br />
<br />
*Dash cancel is -3 on block<br />
----<br />
;Half Charge<br />
Increases the damage and gives a wallbounce if your opponent reaches the corner. Very useful as delaying the move retains invincibility, letting Labrys catch opponents attempting to stall their momentum for a brutal punish. The reward is great, especially on counterhit, but going for a charged {{clr|2|2B}} starter is not necessary at a higher axe level to dish out extreme damage.<br />
<br />
*Dash cancel is +1 on block<br />
----<br />
;Full Charge<br />
Unblockable, and carries all of the problems as the fully charged {{clr|2|5B}}. Maybe your grandma will get hit by a move that has two full seconds of startup and no armor. Don't bother.<br />
}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
9F startup air "kick" with leg nubs. An underrated move for many reasons: not an axe move, not the ''greatest'' hitbox, competes with {{clr|2|j.B}}.<br />
<br />
Despite those apparent problem, it's unwise to neglect this. {{clr|1|j.A}}'s role is in the air-to-air wars against opponents who are using their own jabs to attempt to catch Labrys using {{clr|2|j.B}} and confirming off of counterhits quickly. It has almost no recovery which makes it quite safe to toss out at times to check for air-to-air attempts without risking the slow speed of her other tools. The hitbox isn't too shabby either, hitting at a very generous angle and giving {{clr|1|j.A}} applications in fuzzy overhead setups.<br />
}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Incredible normal that hits all around Labrys in a "J" motion, covering tons of angles. Great for both jump ins and air-to-airs. The reach is so ridiculous, you can use it as a cross-up without having to turn around (but may find it hard to convert off if you used a forward airdash). Like most jump attacks, predictable {{clr|2|j.B}}s do lose to {{clr|2|2B}} Anti-Airs but so long as you aren't being predictable, you'll find this normal to be one of your most valuable tools. <br />
}}<br />
<br />
===<big>{{clr|2|j.BB}} and {{clr|2|j.2B}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.BB,j.2B|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 22<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 5<br />
|recovery = 25<br />
}}<br />
Wallbouncing axe swing. Has slightly better horizontal range than {{clr|2|j.B}}, but worse vertical range and very slow startup when used as {{clr|2|j.2B}}. Fortunately, it's incredible in combos especially with Red Axe, acting as both corner carry and a high hitstun extension. Keep note of the high SMP, however {{clr|2|j.BB}} and {{clr|2|j.2B}} are fortunately considered different moves, so it's not too hard to work around.<br />
<br />
{{clr|2|j.BB}} adds a bit of landing recovery to Labrys, which is especially detrimental if it whiffs. {{clr|2|j.2B}} does NOT add the landing recovery.<br />
}}<br />
<br />
==Persona Attacks==<br />
===<big>{{clr|3|5C}}</big>===<br />
{{P4U2R Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 31<br />
|isProjectile = true<br />
|active = 20<br />
|recovery = 66<br />
}}<br />
Huge, multi-hitting projectile poke which vacuums opponents towards Labrys. <br />
<br />
{{clr|3|5C}} has heavy startup, but it's a strong tool if she can get it out. It's extremely active, safe, and difficult to roll past. Still chains into Sweep, or {{clr|3|2C}} to make yourself plus or launch for a damaging combo on counterhit. Like Labrys' other Persona buttons, it has somewhat limited use in pressure thanks to its linearity and slow speed, but it can still get the job done to beat rolls or pull people in.<br />
}}<br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
{{P4U2R Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|isProjectile = true<br />
|active = 18<br />
|recovery = 14<br />
}}<br />
Although {{clr|3|2C}} has a gigantic hitbox, it's most commonly seen in pressure and combos. For the latter use, {{clr|3|2C}} has very high hitstun and launches opponents into the air for simple followups, which even include Labrys' charged Furious Action to turn the combo into a Fatal Counter. Followups become more freeform in the corner, notably allowing Labrys to whiff the first hit of Guillotine Axe for extreme damage on the second.<br />
<br />
{{clr|3|2C}} is dash cancellable and becomes +1 on block when done so, allowing pressure resets. However, she'll lose to characters mashing 5f normals, and also has a hard time catching people jumping before and after the move connects. It's not as strong as you'd might want, but it's not bad either.<br />
}}<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
{{P4U2R Move Card<br />
|input=5D,5DD|versioned=yes<br />
|description=<br />
A highly damaging combo and occasional pressure tool, which works significantly better in the corner. {{clr|4|5D}} has limited practical applications, but it gets said applications done with flying colors.<br />
<br />
Pressing {{clr|4|5D}} once will cause Ariadne to shoot 2 arrows that travel a short distance and if pressed a second time Ariadne will shoot more of these arrows continuously. The arrows lock the opponent down and deal high damage, frequently seeing use in corner combos and especially Fatal Counter combos to maximize Labrys' damage and meterbuild. For pressure, it can be easily explained as just being an inferior version of other characters like {{MMC|chara=Yu Narukami|input=5D|label=Narukami's}}, as the pushback is less than ideal and not much advantage is provided without {{clr|4|5DD}}. Still decent and highly active, and the pushback isn't an issue in the corner.<br />
}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|isProjectile = true<br />
|active = 18<br />
|recovery = 33<br />
}}<br />
{{clr|3|j.C}} acts as a staple combo tool and otherwise very niche matchup-specific air option.<br />
<br />
Instantly halts Labrys' air momentum upon use while the hitbox completely surrounds her, and vacuums opponents in on hit or block. Sadly, it carries extreme recovery making it very easy to punish on whiff and block, damning it to the combo food bin. There are some additional uses for it in certain matchups or for stalling air momentum, Labrys resumes her previous momentum once the move recovers and gives it leverage as a creative movement option. Can also be used for some crossups, but without meter this is a terrible idea which can end up with Labrys being punished on hit.<br />
<br />
Ultimately, this is most commonly going to be seen used to drag opponents in for a {{clr|2|j.214B}} combo ender.<br />
}}<br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.D<br />
|description=<br />
{{clr|4|j.D}} carries many similarities to Labrys' other Persona buttons. It's another slow, highly active poke for Labrys to help cover neutral.<br />
<br />
As a poke, you could almost treat this as an aerial {{clr|3|5C}}. Most of the risk is loaded into the startup, with Labrys recovering quite quickly once the gears start appearing. Said gears last for a considerable amount of time and control a very large portion of the air. Against primarily airborne characters, {{clr|4|j.D}} can do quite a lot in limiting their movement options and forcing them to play slower against Labrys, especially if mixed in with {{clr|2|j.B}} or orbs.<br />
<br />
Also sees use in certain combos, but not nearly as much as its grounded counterpart.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>===<br />
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=5AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 33<br />
}}<br />
Standard all out attack. Has good range compared to most other AoA's, but like all AoA's, the startup is slow enough to block high on reaction and it is very punishable on block unless you OMC. Best used very sparingly. <br />
}}<br />
<br />
===<big>Sweep</big>===<br />
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=2AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Good range sweep that slides Labrys forward, usually used to end combos at lower axe levels so that you can go for Weaver Arts: Sword oki and keep building your momentum/axe gauge level, but can also be good for beating pokes because of the chest invuln. Not too bad in corner combos when backed behind {{clr|4|5D}} either.<br />
}}<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
Good mixup tool when combined with {{clr|1|2A}} stagger pressure to do tick throws. As Labrys' fastest ground action, it can be a good defensive option in some instances where her other normals would otherwise be too slow. <br />
<br />
Obviously being a throw, it can OMC'd to convert it into a full combo, or just go straight into Beast super for axe meter and damage. On CH ''with Red Axe,'' you can convert it into a combo with {{clr|1|5A}} or {{clr|1|2A}}.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=j.CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
Vaults the opponent away with her axe. Similar to her ground throw, Labrys' air throw is her fastest air option, making it good in up close air battles where {{clr|1|j.A}} and {{clr|2|j.B}} are too slow to use.<br />
<br />
Wall bounces in the corner, and it's possible to get a combo afterwards with Yellow Axe or higher.<br />
}}<br />
<br />
===<big>5th Gen Axe Slash</big>===<br />
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=BD,BD Full Charge|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 4<br />
|recovery = 42<br />
}}<br />
Guardpoint reversal that carries heavy startup. Every time Labrys is hit, hitstop is generated and adds to Labrys' startup. Has a decent hitbox, significant pushback, and forward movement.<br />
<br />
The pain and suffering behind everyone playing Labrys. The easily reactable startup and guardpoint lets opponents cancel whatever they're doing into a DP or worse to counter her. P4AU is balanced around everyone having a reversal, so Labrys being stuck with a bad one ends up defining many matchups against characters who can easily exploit her lacking defensive options.<br />
<br />
Sometimes the situation necessitates using this and it can still work sometimes, preferably when opponents aren't mashing {{clr|1|2A}} to fish it out. The guardpoint and chargeable startup also makes it ideal for punishing bursts or Guard Cancels on Labrys' non-jump cancellable moves. Be warned, being a reversal it will leave her at extreme risk on a wrong guess.<br />
----<br />
;Half Charge<br />
Now this is where things look a bit better. Always inflicts Counter Hit and wallbounces, even if used as a combo part. This property lets Labrys convert convert her combo of choice into a Fatal during Red Axe, such as <span class="MockCodeBlock">{{clr|3|5C}} > {{clr|3|2C}} > {{clr|2|B}}+{{clr|4|D}}</span>. Still not going to be seen in the majority of her combo routes due to the startup and specifics behind its use, but it's there for when it's needed.<br />
----<br />
;Full Charge<br />
Obligatory Labrys fully charged unblockable. For people who thought this move wasn't bad enough. Awful starter and the moment anyone sees Labrys charging her Furious Action (or likely using it at all) they're probably going to roll behind her any way, so it's a great way to lose the round. Will catch one person who decided to sit there and block for a full two seconds in response to your DP out of a million.<br />
}}<br />
<br />
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}<br />
{{P4U2R Move Card<br />
|input=6AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 4<br />
|recovery = 25<br />
}}<br />
Based on her Shadow {{clr|1|5AAA}} normal. Slow as Guard Cancels are known to be, but at least the hitbox is gigantic. A lot of meter will be going towards this since her Furious Action is so bad for escaping pressure.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==<br />
===<big>Chain Knuckle</big>===<br />
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=236A,236B,236AB|versioned=yes<br />
|description=<br />
Labrys' "projectile" meant to remind you that she is, in fact, a robot. Doubles as a tool to control space on the ground and a pressure tool.<br />
<br />
Both versions cover a good amount of distance, with the {{clr|1|A}} version going 2/3rds of the screen and the {{clr|2|B}}/SB versions going just short of fullscreen. The punch ignores projectiles, while SB also has Labrys invincible to them entirely, and is also considered a chest attribute strike instead of a real projectile (meaning sweeps will beat it). Be warned that there's some nasty recovery on whiff, so don't use it too often.<br />
<br />
The real kicker is [[P4U2R/Labrys#Winch_Dash|Winch Dash]], done by pressing/holding 6 after Chain Knuckle connects with the opponent. This turns the move from a mere poke to Labrys' mainstay pressure option.<br />
<br />
Can Fatal Counter, which goes great with Winch Dash.<br />
}}<br />
<br />
===<big>Winch Dash</big>===<br />
{{InputBadge|Chain Knuckle > 6}}<br />
{{P4U2R Move Card<br />
|input=Chain Knuckle > 6,Chain Knuckle > 4|versioned=yes<br />
|description=<br />
Winch Dash is Chain Knuckle's claim to fame. Lunges Labrys quickly towards the opponent, and cancels into Chain Knuckle Extra Attack followups.<br />
<br />
Extremely useful for pressure, mixup, combos, you name it, Winch Dash gives it. Confirms off of a fatal counter chain knuckle, continuing combos, use the followups for whatever she wants, sky's the limit. Labrys recovers quickly after the dash, which also allows for throw mixups and even jumps.<br />
<br />
Things get even nastier when you incorporate Brake, done by pressing 4 at any point during the dash, which lets you bait any reversal options or just freak people out for some added psychic damage. Brake can also be cancelled into other special moves besides Chain Knuckle (e.g. {{clr|1|214A}}) or hops at any point, only furthering its usefulness.<br />
<br />
Keep in mind that the strength of Winch Dash being locked behind Chain Knuckle (which has 20f startup at minimum) can result in Labrys' pressure becoming predictable and exploitable if not used cautiously. Use this as one of many options in your pressure instead of rushing in for mixups every time.<br />
}}<br />
<br />
===<big>Chain Knuckle Extra Attack</big>===<br />
{{InputBadge|Winch Dash > {{clr|1|A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=Winch Dash > A,Winch Dash > B,Winch Dash > AB|versioned=yes<br />
|description=<br />
;{{clr|1|A}} Followup<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 10<br />
|recovery = 36<br />
}}<br />
Hits overhead, and is the most common Winch Dash followup. Resembles the final hit of her autocombo, and is not a true blockstring from Chain Knuckle/Winch Dash at close range, so wary opponents will look to DP it. This, however, just lets you incorporate Winch Dash Brake to mess with people, or use the B followup instead.<br />
<br />
On hit, convert into {{clr|1|214A}} immediately for a knockdown. Really you should be doing this always thanks to how unsafe it is. With Red Axe, you can combo into SB Axe for catastrophic damage.<br />
----<br />
;{{clr|2|B}} Followup<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Basic low followup similar to Labrys' sweep.<br />
<br />
Compared to the A followup, B tacks on several mediocrities. It's not special cancellable, not safe, rarely hits airborne opponents, and needs to be delayed if Chain Knuckle connected at a distance. It's at least gapless, but overall unexciting on its own. Combined with meter however, and Labrys can now enforce a very scary high/low/throw mixup with great reward behind it. Simply OMC the B followup after it connects for a combo or a pressure reset.<br />
----<br />
;SB Followup<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A strong contender for Labrys' least useful SP skill.<br />
<br />
Hits mid, but is fast and 0 on block for quick damage in a pinch while granting some safety. Although it's 0 on block and leaves Labrys at good spacing for her {{clr|1|5A}} at close range, it both requires a gap beforehand from Chain Knuckle and isn't plus enough to let Labrys do much more than jab. On hit, it causes spin state for easy followups, but if you have Red Axe since you could've just done A into SB Axe instead. Ultimately, it can pay off in some situations, but it's not seen as a great use of meter.<br />
<br />
Interestingly, this can cross opponents up on hit and block if done close enough, but don't try to use this as a mixup because your opponent will always be able to autoguard it.<br />
}}<br />
<br />
===<big>Guillotine Axe</big>===<br />
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214A,214B,214AB|versioned=yes<br />
|description=<br />
Guillotine Axe is Labrys' basic combo and blockstring ender, often referred to as just "Axe." Safe and pushes the opponent back far, which can make it difficult to punish even on IB.<br />
<br />
In all versions, the first hit is a mid while the second is an overhead. The second hit also deals considerably higher damage if the first hit misses.<br />
<br />
Used for some creative metered mixup options or in 22X oki. Whiffing the first hit will give Labrys a quicker overhead that's trickier to see than her AOA, and can be confirmed with meter or more ideally with 22X backing her up meterlessly. However, if the first hit is blocked, you can exploit the knowledge that the second hit is a high and OMC into {{clr|1|2A}} for a simplistic yet disgustingly effective mixup option.<br />
<br />
Can also be used in some fuzzy overhead setups against some characters, but these are only worth it if Labrys is loaded on resources.<br />
----<br />
;{{clr|1|214A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|inactive2 = 9<br />
|active3 = 12<br />
|recovery = 17<br />
}}<br />
Mostly used to end combos on the ground, ending strings, and for the aforementioned mixups. Does a good amount of damage and gives the axe gauge a nice boost.<br />
----<br />
;{{clr|2|214B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 5<br />
|inactive2 = 9<br />
|active3 = 12<br />
|recovery = 20<br />
}}<br />
Longer startup but does more damage, and is 0 on block. Disgustingly high damage combo tool seen in Labrys' many death combos, done by launching the opponent and then whiffing the first hit so the opponent gets hit only by the second. If the opponent is high enough to get hit by the late active frames, it's even possible for Labrys to link after this to continue the combo.<br />
<br />
0 on block is much less awesome than it sounds for Labrys due to her slow normals, but the pushback works very favorably with {{clr|1|5A}}, so you can use it as a pressure reset any way.<br />
----<br />
;SB Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 5<br />
|inactive2 = 9<br />
|active3 = 12<br />
|recovery = 20<br />
}}<br />
Key move in a ton of combos, and fittingly where a lot of Labrys' meter goes towards. Special cancelable and causes a small ground bounce. The cancel is what really matters here, letting Labrys chain into {{clr|1|22A}}/{{clr|3|236C}} to trap opponent mid-combo and lead to corner-carry.<br />
}}<br />
<br />
===<big>Guillotine Aerial</big>===<br />
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=j.214A,j.214B,j.214AB|versioned=yes<br />
|description=<br />
Air combo ender with occasional use as an anti-anti-air or divebomb. Creates a small shockwave slightly after Labrys hits the ground that launches opponents very slightly into the air and improves her frame advantage—Labrys is typically punishable if it misses.<br />
<br />
Good for ending combos due to its ability to bring the opponent back down to the ground for oki or to be comboed into a Beast super for damage. Labrys can actually super cancel before the shockwave comes out since she's already considered grounded, which is absolutely awful since the shockwave is important for any kind of followup, so remember to delay your super input just a tad.<br />
<br />
If Labrys travels for a bit without hitting anything, the shockwave becomes significantly larger and will launch the opponent into the air on hit for a free combo. The easiest way to get this version is to superjump or double jump and use Guillotine Aerial at the apex.<br />
----<br />
;{{clr|1|j.214A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2 = 4<br />
|active3 = 1<br />
|specialRecovery = 10<br />
}}<br />
The quickest and arguably least helpful of the bunch, most frequently seen as an "I messed up my combo" move. Can be used to safely end any combo without relying on corner or Persona moves, so in situations where spacing is awkward, scaling is too high or Labrys is Persona Broken, this gets the job done.<br />
<br />
Its speed makes it tempting to use as a divebomb, but it's both unsafe on block and the recovery makes any combo or oki you'd get afterwards less than stellar.<br />
----<br />
;{{clr|2|j.214B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|inactive2 = 6<br />
|active3 = 1<br />
|specialRecovery = 10<br />
}}<br />
Labrys' main air combo ender. On the slower end, but Labrys has high enough hitstun on most of her attacks keeping this from being a problem. Most commonly seen following {{clr|3|j.C}}, but sometimes just follows up {{clr|2|j.2B}} in highly scaled corner routes.<br />
----<br />
;SB Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2 = 4<br />
|active3 = 1<br />
|specialRecovery = 10<br />
}}<br />
Effectively the same as the A version, but mysteriously invincible and plus on block as long as the shockwave hits. Gets people off of Labrys in the air while doubling as a quick divebomb to start turns. Throwing this puppy out in a "JUST DO IT" fashion can work wonders against certain characters.<br />
<br />
The armor will still lose to Air Unblockables, but the stall helps in baiting anti-airs any way.<br />
}}<br />
<br />
===<big>Weaver's Art: Sword</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|1|22A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=22A,22AB|versioned=yes<br />
|description=<br />
Weaver's Art: Sword, also called "Spike" or "Strings", is Labrys' commonly used oki tool at lower axe levels from sweep combo enders. B version is optimal after sweep, while A version will be good in corner.<br />
<br />
While it's not a safejump, and none of them are true meaties, it grants Labrys many mixups and she still has the choice of blocking or backdashing to bait reversals. Keen opponents will attempt to exploit the lack of advantage and attempt numerous escape options, so build respect with {{clr|1|5A}}. Once the opponent respects it, Labrys has access to a ton of layered mixup options, or just a dash-up jab.<br />
<br />
{{(!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Some mixup concepts after 22X" data-collapsetext="Yup time to ignore all of this and 5A every time"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
----<br />
Nearly all of these give a full combo on hit if used after Spike. Not safe to reversal actions like DPs, backdashes and rolls. This is not a free mixup.<br />
*Dashing in and grabbing before the spike hits. This is the only one that does not give a combo (without meter).<br />
*{{clr|1|2A}} or Sweep for low options to catch opponents expecting overheads.<br />
*Whiff {{clr|1|214A}} for a sneaky overhead, or just use AOA once they start looking for Labrys spinning around.<br />
*Airdashing over or rolling for a crossup<br />
----<br />
{{!)}}<br />
<br />
SB automatically tracks opponent's location. Great for counterzoning or catching people flailing around to make your approaches annoying. Do note they can just run past it if they remain on the ground, but their approach will at least be a bit more linear.<br />
}}<br />
<br />
===<big>Weaver's Art: Orb</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=236C,236D,236CD|versioned=yes<br />
|description=<br />
Orb is a prime neutral tool for dealing with characters who enjoy buzzing over Labrys' head to exploit her slow {{clr|2|2B}}, or just to make it harder to keep running away from her.<br />
<br />
As a projectile on its own, it's not half bad. The orb is a bit slow, but it destroys other projectiles, and there's no limit to how many Labrys can have out. On hit, the opponent is trapped in place for a bit similar to 22X, and is trapped for even longer if the orb counterhits. The real selling point of orb comes into its long active time and Labrys herself already sporting massive normals to control space with. If Labrys can find an opening in neutral, the orb can cover the few places she can't already reach.<br />
<br />
Dash cancellable very early into startup, which alleviates the risk in using the move a bit. Can also be used as a silly pressure reset this way, as the animation combined with the quick dash cancel can catch people off-guard.<br />
----<br />
;{{clr|3|236C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 46<br />
|isProjectile = true<br />
|recovery = 35<br />
}}<br />
Travels at air dash height and weaves around. Good for denying the air to the opponent with little risk to yourself after it's out, or just making it harder for people to maneuver around {{clr|2|j.B}}.<br />
<br />
Thanks to the orb weaving back around to the ground level briefly, {{clr|3|236C}} has some under-explored applications for a creative Labrys looking to play the long con in her pressure. Do note that if the orb goes off-screen from the corner, it will not turn around and come back.<br />
----<br />
;{{clr|4|236D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 91<br />
|isProjectile = true<br />
|recovery = 35<br />
}}<br />
Falls to the ground and goes across the screen at ground level. It takes a while for the orb to fall to ground level before it starts traveling, but it's good at covering an approach. If you can manage to keep the opponent blocking long enough, it can give Labrys a pressure reset later on, so it sees use in some safejump setups or in the aforementioned silly dash-in reset.<br />
<br />
One of the best uses for this is as actually as a throw mixup in pressure. Using {{clr|4|236D}} while very close to the opponent, then grabbing them without dashing will cause the orb to hit the opponent and give Labrys a combo after her grab. It's a bit slow and telegraphed however.<br />
----<br />
;SB Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 46<br />
|isProjectile = true<br />
|recovery = 25<br />
}}<br />
A fantastic use of meter. Labrys recovers ten frames faster than the other versions, almost entirely mitigating the risk in using this. The orb itself is the same as the {{clr|4|D}} version, but it falls to the ground much quicker. The speed lets Labrys incorporate all the grime the D version has more efficiently, such as making her aforementioned the grab mixup quicker, nastier, and more lenient with spacing.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==<br />
===<big>Weaver's Art: Beast</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=236236C,236236D,236236CD|versioned=yes<br />
|description=<br />
Beast is a staple of Labrys' gameplan, and plays a big part in why everyone fears Labrys with axe levels.<br />
<br />
All versions of Beast deal more damage based on Labrys' axe level, and can reach truly ridiculous levels once Red Axe is reached. Many low damaging combos can be turned into 50% or worse just by tacking on Beast at the end, or alternatively Labrys can use Beast to build up a lot of axe level and immediately prime her win condition from square one. This makes Beast into one of the meanest combo enders Labrys has to offer, and it's seen very frequently as a result.<br />
<br />
Usage as a reversal is possible, but highly inadvisable. Labrys has guardpoint once she starts traveling, which unfortunately gives wary opponents several ways to evade the attack and punish Labrys without her being able to OMC to save herself. This is matchup specific, but unfavorable more often than not.<br />
----<br />
;{{clr|3|236236C}}<br />
The investment. Very quick, damaging, and simple. A very effective combo ender that works at nearly any hitstun level, and more importantly builds axe level, which makes it great to throw out when you want to leave someone deep in Awakening or ending rounds while still building/retaining Red Axe.<br />
----<br />
;{{clr|4|236236D}}<br />
The embezzlement. Cashes out on the axe gauge, boosting the damage output of the SP Skill proportional to your current axe level. Adds a huge amount of damage if Labrys is in Red Axe, incredible for closing out rounds especially before opponents reach Awakening, and is a very common ender in Labrys' many death combos. The startup is pretty slow, but it still reliably combos after {{clr|2|j.214B}}.<br />
<br />
On the first round, it may not be worth losing your axe level going into the second. Depending on how confident you are on landing that potential final hit, using the {{clr|3|C}} version to kill or leave your opponent one hit away from the grave will benefit Labrys a lot more since she'll be carrying Red Axe over to the next. Levy the options carefully.<br />
----<br />
;SB Version<br />
The billionaire's investment. It's a steep price to pay for 75 meter, but it's very worth it. Hits as many times as the {{clr|4|D}} version while building axe level on every hit, oftentimes pushing Labrys instantly up two whole levels for a Green Axe game-changer. As a generous bonus, it also comes out just as fast as the {{clr|3|C}} version while traveling very far and leaves the opponent in a ton of untech for oki setups.<br />
}}<br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Weaver's Art: Breaking Wheel</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214214C/D,214214CD|versioned=yes<br />
|description=<br />
Often nicknamed "gears", Breaking Wheel is one of P4AU's many "make me plus" projectile supers. Acts as Labrys' only true reversal, and occasionally a lockdown tool.<br />
<br />
Covers the floor in a set of five massive multi-hitting gears, locking the opponent down for further pressure or a momentum shift. Although the move itself only hits on the ground, it can be difficult for airborne opponents to escape falling into the gears if they lack good positioning or have used up their air movement options. All versions stay even if you hit Labrys, so attempts to mash something fullscreen usually won't end well. Although it's plus on block, the move still carries heavy recovery on whiff to the point of being IK punishable by several characters, and it's simple to roll past midscreen.<br />
<br />
Because of the shortcomings of Labrys' DP and other supers, Gear super is her best reversal. The startup invincibility, screen coverage, and advantage on block easily outclass her alternatives. This can act as a major deciding factor between whether to play Normal Labrys or S-Labrys, as Labrys only gets this in Awakening but S-Labrys has this available as long as she has the meter for it.<br />
<br />
{{clr|3|214214C}} places the gears appear in front of Labrys, while {{clr|4|214214D}} places them 2/3rds of the screen away. The {{clr|3|C}} version sees the most use as a reversal.<br />
----<br />
;SB Version<br />
Spawns eight wheels instead of five, appearing in front of Labrys and expanding out to almost fullscreen distance. Very plus on block, but also incredibly expensive on an already meter hungry character. The cost alone is hard to justify, sticking to the {{clr|3|C}} version and saving the remaining 25 meter for an SP skill will likely pay off better than the extra frames here.<br />
}}<br />
<br />
===<big>Brutal Impact</big>===<br />
{{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214214A,214214B,214214AB|versioned=yes<br />
|description=<br />
{{(!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="what you look like using brutal impact" data-collapsetext="this is actually you being let off easy"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
[[File:P4Arena_Labrys_BrutalImpact_Reality.webm|loop|autoplay|muted]]<br />
{{!)}}<br />
Brutal Impact is Labrys' unblockable super, dealing ridiculously high damage and allegedly being usable in setups. With that out of the way, do not think of using super ever.<br />
<br />
Terrible move, one of the worst in the game. Only available in Awakening, horrible startup, huge telegraph, dozens of ways to avoid it, and it's IK punishable. Has guardpoint against everything during the startup, and Labrys will attack much quicker if she receives a hit. (It will be instantly set off if hit by a [[P4U2R/Mechanics#Furious_Action|Furious Action]] or [[P4U2R/Mechanics#Normal_Throws|Normal Throws]].) But joke's on you, it's still so slow that your opponent can just jump over Labrys and make her cry. And nobody likes watching robot girls cry.<br />
----<br />
;{{clr|1|A}} Version<br />
The fastest and least bad one. Still unusable against any opponent, ''except'' if you're S-Labrys.<br />
<br />
Tempting to use in unblockable setups such as <span class="MockCodeBlock">{{clr|3|214214C}} -> OMC -> {{clr|1|214214A}}</span>, however this requires full meter, Awakening, and a high axe level to deal any meaningful damage at all. These setups are also easily defeated by Guard Cancels, rendering it almost never worth the attempt.<br />
<br />
S-Labrys can use it in Frenzy combos for damage rivaling {{clr|4|D}} Beast, except it doesn't cost your axe level. This may be knocking off {{Character Label|P4U2R|Shadow Labrys|label=the real deal}}, but at least it gives this move ''something'' in terms of use.<br />
----<br />
;{{clr|2|B}} Version<br />
Even worse than the {{clr|1|A}} version. Way too slow, you're never going to hit anyone competent with this in your wildest dreams. Best used against players who try to stand still and block unblockables.<br />
<br />
Deals more damage than the A version, but who cares?<br />
----<br />
;SB Version<br />
Since you insist on spending 75 meter to lose the round, you'll be glad to hear that Labrys at least is able to oneshot every character in the game if she's in Red Axe while using this version. Even against Awakening, it does 7,500 damage. As a result, this version has slightly more use than the other two, and that is to flex your ability to read DPs in the most disrespectful way imaginable, and utterly embarrassing yourself if you read incorrectly. Throw this in the garbage unless you're some sicko who actually does enjoy watching robot girls cry.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==<br />
===<big>Weaver's Art: Inquisition</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}<br />
{{P4U2R Move Card<br />
|input=222CD<br />
|description=<br />
Fullscreen instant kill. Costs 100 SP, reaches fullscreen, invincible until recovery, very standard IK stuff.<br />
<br />
Labrys summons Ariadne to shoot an arrow across the screen, and if successful, proceeds to trap the opponent, throws her axe at them, and with an extended chain arm, barrages the opponent with axe strikes, cultivating in dropping the axe on top of them. This IK at least has the benefit of hitting full screen. However, it still suffers from a long reactable startup and the ability to be blocked, all while requiring 100 SP, making it hardly worth it to use. Could potentially be used to counter certain supers on super flash like Adachi's Atom Smasher or Akihiko's Maziodyne, but practical instances for this IK are few and far between. <br />
}}<br />
<br />
==Colors==<br />
{{P4U2RColors<br />
|Size=180<br />
|Character=Labrys<br />
|reference2=[https://megamitensei.fandom.com/wiki/Lisa_Silverman ''Lisa Silverman (P2)'']<br />
|reference9={{Character_Label|P4U2R|Aigis|size=42px}} in school uniform<br />
|P_reference9=[https://megamitensei.fandom.com/wiki/Palladion ''Palladion (P3)'']<br />
|reference10={{Character_Label|BBCF|Lambda|size=42px}}<br />
|P_reference10={{Character_Label|BBCF|Lambda|size=42px}}<br />
|reference11={{Character Label|GGACR|Baiken|size=42px}}<br />
|P_reference11={{Character_Label|GGACR|Baiken|size=42px}}<br />
|reference15=[https://megamitensei.fandom.com/wiki/Female_protagonist_(Persona_3_Portable) ''Kotone Shiomi (P3P)'']<br />
|reference23=''Velvet Room Attendant''<br />
|P_reference23=''Velvet Room Attendant''<br />
|reference25=''Christmas''<br />
|P_reference25=''Christmas''<br />
|reference27=''Dengeki''<br />
|P_reference27=''Dengeki''<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Labrys|size=36px}}</center><br />
{{P4U2R/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=DBFZ/SS4_Gogeta&diff=448699DBFZ/SS4 Gogeta2024-03-10T18:50:57Z<p>JC: Nowhere in any Dragon Ball media has "J" ever been used in the "Super Saiyan" acronym.</p>
<hr />
<div>==Overview==<br />
{{DBFZ/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content='''Gogeta (SS4)''' is the ultimate tribute to a long history of Dragon Ball fighting games. He was frequently designed as a "final boss" character in them, and this idea was retained for DBFZ: Gogeta is given stupendous normals, {{MMC|input=2L|label={{clr|L|staggering}}}} {{MMC|input=214S|label={{clr|S|utility}}}} {{MMC|input=214M|label={{clr|M|tools}}}}, and several unique mechanics. He is one of the few characters to have an extra airdash, and can routinely buff his super damage with his unique cancellable taunt, {{MMC|input=6S|label={{clr|S|Finish Sign}}}}. The move stacks levels, and leveling him up to level 7 grants the privilege to use the definitive, instant killing {{MMC|input=214H+S|label={{clr|0|x100 Big Bang Kamehameha}}}}. This prompts the opponent to chase Gogeta down even at their own peril to stop him from reaching level 7.<br />
<br />
Gogeta's gameplan is solid and foolproof. He doesn't have any methods to zone characters out, but fortunately he can just bypass any enemy zoning attempts with his projectile-invincible [[DBFZ/SS4_Gogeta#Lightning Hammer|Lightning Hammer]], ensuring Gogeta stays in his opponent's face where he wants to be. On defense, he supports both a threatening [[DBFZ/SS4_Gogeta#Punisher Guard|counter]] and an [[DBFZ/SS4_Gogeta#Plus Energy of Justice|omnidirectional, meterless, invincible, cancellable reversal]], constantly making the enemy think twice about their own offense.<br />
<br />
Any player that wants to parade their superior fundamentals and fight like a cocky bastard will revel at SS4 Gogeta and his glorious red hair, proving once and for all he is the ultimate fusion! (Unlike those other two)<br />
<br />
''Note: Not to be confused with his canonical Dragon Ball Super counterpart, [[DBFZ/SSB Gogeta|SSB Gogeta]]. To differentiate the two, some refer to SS4 Gogeta as '''Goget4''', '''4Geta''' or '''SS4'''.''<br />
}}<br />
{{DBFZ/Infobox<br />
|fastestAttack=<br />
|reversal=<br />
}}<br />
{{ProsAndCons<br />
|intro=is a rushdown character who takes the bare-knuckle route to get in the opponent's face with oppressive up close pressure and mixups.<br />
|pros= <br />
* '''Powerful Within Proximity''': Stupendous normals, a [[DBFZ/SS4_Gogeta#Lightning Hammer|projectile-crush lariat]], and two airdashes put Gogeta among the best at close to medium range.<br />
* '''Brilliant Pressure''': Some of the best stagger pressure in the game combined with reflect-proof strings, [[DBFZ/SS4_Gogeta#6H|command normals]], and a [[DBFZ/SS4_Gogeta#Meteor Strike|plus on block special]].<br />
* '''Mix-up''': Gogeta's double airdash enables him to do ambiguous left/right mixups midscreen and unique {{Keyword|F-Shiki}} setups in the corner.<br />
* '''Defensive Tools''': Has [[DBFZ/SS4_Gogeta#Plus Energy of Justice|the only DP in the game with a huge cancel window]], which essentially lets him choose how/if he gets punished when it's blocked, as well as [[DBFZ/SS4_Gogeta#Punisher Guard|an air-ok f4 counter]].<br />
* '''[[DBFZ/SS4_Gogeta#6S|Finish Sign]]''': His taunt allows him to build levels to buff the damage on his supers. Seven levels enable his instant kill Super, [[DBFZ/SS4_Gogeta#x100 Big Bang Kamehameha|x100 Big Bang Kamehameha]].<br />
* '''Cool''': Super cool.<br />
|cons= <br />
* '''Assist Inflexibility''': Although [[DBFZ/SS4_Gogeta#Assist_B|B]] is very strong, [[DBFZ/SS4_Gogeta#Assist_A|A]] only finds use in teams centered around abusing his instant kill mechanic and forces the point character to play neutral with just one assist. [[DBFZ/SS4_Gogeta#Assist_C|C]] is generally awful with very little practical match usage.<br />
* '''Ranged attacks''': SS4 Gogeta may have phenomenal buttons, but he does not have any projectiles aside from a stationary {{MMC|input=5S|label={{clr|0|blink}}}} and committal beam supers. This can make closing the gap against passive opponents quite difficult.<br />
|difficulty_rating=4<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|L|5L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5L,5LL,5LLL<br />
|description=<br />
;{{clr|L|5L}}<br />
* Good range for a jab<br />
* Hits high enough to check opponents after a blocked superdash.<br />
* Can cancel into {{clr|L|4L}} an infinite amount of times, even on whiff<br />
Standard speed {{clr|L|5L}}. Very nice for stagger pressure, especially considering the infinite cancels it's got into itself. You'll never leave his blockstrings again, make yourself at home.<br />
----<br />
;{{clr|L|5LL}}<br />
* {{clr|L|5L}} > {{clr|L|5LL}} will get Reflected twice, pushing Gogeta back to full screen. Delaying {{clr|L|5LL}} will make it Reflect proof.<br />
* Hits the entire smear, as well as a good distance above him.<br />
Insane button. Large, sweeping high hitbox that can catch opponents behind Gogeta too, which can then lead straight into his {{clr|L|5LLL}}. Since it's a {{clr|L|5LL}}, it is a medium unscaled starter. It can be low profiled by some {{clr|L|2L}} and 2Ms, but that's just about its only fault.<br />
----<br />
;{{clr|L|5LLL}}<br />
* Sideswaps on hit.<br />
* Frame 4 anti-air. This with {{clr|L|5LL}} makes whiffing his autocombo pretty safe against superdash.<br />
Amazing anti-air. Extreme directional tracking allows it to easily snuff out aerial approaches and continue combos even when the {{clr|L|5LL}} launches high. Being unscaled too makes this an all-around great multi-purpose button. Although it still requires you to input {{clr|L|5LL}} beforehand, giving it technically high startup. On the bright side, it's still safe on block.<br />
<br />
Its directional tracking is so wild that an aerial hit of {{clr|L|5LL}}, when positioned right beneath your opponent, allows the {{clr|L|5LLL}} to instantly side swap, where the follow up hit will then side swap ''again'' to keep the combo moving in the same direction. This, as you may expect, provides a massive amount of corner carry, functioning as a sold followup to vanish, such as after {{clr|S|236S}}.<br />
}}<br />
<br />
===<big>{{clr|M|5M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5M<br />
|description=<br />
* Catches any jump except Superjump Back at round start.<br />
The Ragna Button. Long range, high hitting {{clr|M|5M}} with fast startup. Being -5, you can also stagger with it. It will put you back at around the range you used it once it recovers, but you'll usually be in range to threaten with a '''{{clr|M|2M}}''' gatling or a '''{{clr|L|2L}}''' pressure reset. An overall excellent {{clr|M|5M}}, one of the best in the game along with Vegito, Adult Gohan and Kid Buu's.<br />
<br />
Amazing as a roundstart option due to its speed, gatlings, and potential damage output. An easy roundstart with this move is '''{{clr|M|5M}} > {{clr|H|2H}}''', as it gives you plenty of time to hitconfirm and either Superdash on hit or cancel into a special move on block for continued pressure.<br />
}}<br />
<br />
===<big>{{clr|H|5H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5H<br />
|description=<br />
* Smash hit wall splats.<br />
* Catches opponents after reflecting Vanish.<br />
<br />
Does not true string from any of Gogeta's normals, but gives you a built in frametrap. As a frametrap, it will catch anything in the game that isn't invincible frame 1. Because of its pushback, it is a core part of Gogeta's ability to space himself out during pressure or to reengage after being reflected.<br />
}}<br />
<br />
===<big>{{clr|S|5S}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5S<br />
|description=<br />
* Tracks in front of Gogeta up until half-screen and around jump height. Has enough hitstun to combo into Super Dash.<br />
* P1 projectile with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions.<br />
:{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Read more"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
On one hand, this deflect property allows {{clr|S|5S}} to beat other Ki Blasts regardless of their projectile level (i.e. things like {{Character Label|DBFZ|Android 21}} {{MiniMoveCard|chara=Android 21|input=5S|label={{clr|S|5S}}}}). On the other hand, deflecting counts as "blocking" for the opponent, so they will be able to cancel into things they couldn't have had it been a clash.<br />
<br />
The projectile's hitbox takes priority over the deflect hitbox, which means when overlapped, projectile clashing will happen before deflecting.<br />
*Testing against a P1 Ki Blast: On frame 12, a deflect will take place, on frame 13-18, it'd be a clash instead.<br />
*Testing against a P2 Ki Blast: Frame 12: Deflect. Frame 13-17: Clash > Deflect on the same frame. Frame 18: Clash and lose.<br />
{{!}}}<br />
A good tool to control space, reset pressure, extend strings, and more. It's great to catch airborne opponents who are jumping around in front of you and forcing them into the ground, or just putting something out that can't be counterpoked. Recovery is quite fast unlike the airborne version, but there's still a gap where Gogeta can be punished so spamming it is ill-advised.<br />
}}<br />
<br />
===<big>{{clr|L|2L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2L<br />
|description=<br />
* 6-frame mid.<br />
* Good range like its {{clr|L|5L}} counterpart, but has marginally less.<br />
* 0 on block.<br />
* Cancellable into {{clr|L|2LL}} an infinite amount of times, even on whiff.<br />
One of Gogeta's key stagger tools. It being 0 on block and cancelling into itself forever makes pressure resets easy and compliments his already amazing stagger game. When combined with his long strings and [[DBFZ/SS4_Gogeta#Meteor Strike|plus on block special]], his pressure may seem near endless.<br />
}}<br />
<br />
===<big>{{clr|M|2M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2M<br />
|description=<br />
* Good anti-reflect tool.<br />
* Catches reflect > raw tag after {{clr|L|5L}}.<br />
* Punishable up close but safe if spaced.<br />
A weirdly unfantastic normal for Gogeta, but still his only low normal. Spacing this move out will leave you -5 and at an ideal distance to bully Gogeta's other buttons. That said, those situations are a bit sparse and {{clr|M|5M}} accomplishes a much similar job but faster and without the need for spacing to keep it safe on stagger. You'll mainly be using this for fuzzy mixups.<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2H<br />
|description=<br />
* Smash hit has higher hitstun, combos into SD.<br />
* Moves Gogeta very far forwards. Can trade movement for pushback by holding backwards {{Ni|4}} (2H[4]).<br />
* Catches airdash back after blocked superdash.<br />
Because of how far it moves forwards, it might not anti-air a SD if the opponent superdashed near you vertically, as the SD will cross-up.<br />
<br />
Due to how the 5H > 2H string spaces him, you can mix in 2H[4] in the corner after 5H to bait opponents into whiff punishing then call a defensive assist like [[DBFZ/SSB_Vegito#Assist_A|Vegito A]] or [[DBFZ/Android_17#Assist_A|17 A]] for a free corner combo.<br />
}}<br />
<br />
===<big>{{clr|M|6M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=6M<br />
|description=<br />
* Can be spaced to be plus. In corner, after a {{clr|H|j.H}} sliding knockdown, do {{clr|S|6S}} into {{clr|M|6M}} to make it meaty and become plus on block.<br />
Usually can be followed after with {{clr|L|5L}} if it's +2 and {{clr|M|5M}} if it's +3 to maintain pressure. If used up close, Gogeta can use the threat of his {{clr|S|22S}} or {{clr|S|214S}} to scare the opponent into blocking and maintain his turn.<br />
<br />
Becomes extremely scary in during sparking! because of Gogeta's extra airdash. A blocked 6M here means a 50/50 between jc j.S or crossup jM.<br />
}}<br />
<br />
===<big>{{clr|H|6H}}</big>===<br />
{{InputBadge|'''Saiyan Kick'''}}<br />
{{DBFZ_Move_Card<br />
|input=6H,6H > 6H, 6H > 3H<br />
|description=<br />
;{{clr|H|6H}}<br />
* Jump cancellable on hit.<br />
* Late cancellable into follow-ups. At minimum, {{clr|H|6H}}~{{clr|H|6H}} has a 5f gap on block, while {{clr|H|6H}}~{{clr|H|3H}} has an 11f gap.<br />
* High hitstun on air hit.<br />
Very high hitting normal, much like Adult Gohan's {{clr|H|3H}} but better because of its present follow-ups. The follow-up chain is a big part of Gogeta's pressure, as he can do a lot here for mix-ups. Follow-ups can be backdashed mid-screen, but you can answer those with {{clr|H|5H}}. Gogeta's 214X moves will also catch backdash after this move, but they're more risky to attempt if your opponent is ready for them. Can also be good for extending Gogeta's blockstrings, or for his corner rejumps as {{clr|H|6H}} hits somewhat high, which allows him to convert off of his corner strings.<br />
<br />
Because of the minimum 5 frame gap, almost any move after will likely be beat cleanly by reversals unless Gogeta commits to his counter, DP, or blocking instead of the usual follow-ups. Blocking comes with its own risk in that {{clr|H|6H}} is -8, but {{clr|H|6H}}~{{clr|H|6H}} is usually enough to discourage mashing.<br />
<br />
As a last note, remember in your strings and combos the followups are only late-cancellable. The overhead and low are actually a lot faster than you think, but delaying them for more than a few frames is impossible due to the restriction. This also helps you in feinting, as it's a lot harder to tell what Gogeta is going for.<br />
----<br />
;{{clr|H|6H}}~{{clr|H|6H}}<br />
* Ground bounces on hit, can be converted with H/{{clr|S|S}} normals or specials.<br />
* Only combos from {{clr|H|6H}} on air hit (like after a {{clr|M|2M}}). Otherwise it will reset opponents.<br />
Fast overhead, will automatically catch people attempting to mash out of the chain. Delaying the button can make it harder to react to this and {{clr|H|3H}}, but doing so leaves Gogeta wide open. Decent combo filler if you want to keep your opponent close to the ground for assists, but using this solo forces you to spend your Superdash earlier than {{clr|H|6H}} > jump-cancel does.<br />
----<br />
;{{clr|H|6H}}~{{clr|H|3H}}<br />
* Launches on hit. Has very high hitstun that allow Gogeta to link into {{clr|M|2M}}.<br />
Considerably slower than the overhead and leaves a large gap. Fortunately, it's plus on block and has high hitstun. Being +2, it gives about the same situation as {{clr|M|214M}}/{{clr|H|H}}. Gogeta being plus, he can go for a reflect proof string, bait out options, or mix-up the opponent.<br />
}}<br />
<br />
===<big>{{clr|S|6S}}</big>===<br />
{{InputBadge|'''Finish Sign'''}}<br />
{{DBFZ_Move_Card<br />
|input=6S<br />
|description=<br />
* Stands still and taunts. Gains level and cancelable into Vanish on frame 15. Gains 10% Ki gauge and cancelable into other actions on frame 32.<br />
* When canceled into, loses the first 6F of its animation, and can be cancelled earlier (Total 52 → 46, Level on 15, Meter on 32 → 26) <br />
* Each level gained adds a bit damage to Gogeta's next Super (~60 minimum damage)<br />
Character defining. You can taunt in neutral, in blockstrings, and in combos. While the total animation is rather long, you can keep yourself safe by canceling into Vanish very early while still getting the Level. You also have a frame 4 counter and a DP to shut down the opponent's counterattack attempts. Don't be afraid to cash out on Supers either, since it's not hard to build Levels back up especially if you have assists to cover you.<br />
<br />
Generally requires specific team combinations centered around Gogeta or sacrifice favorable okizeme in order to obtain levels consistently. Without this, Gogeta's supers are also in the lower range for damage in the game.<br />
<br />
In a blockstring, any {{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} normals > {{clr|S|6S}} will leave an 11F window to counterattack (or a total 27F for them to react). If not overused, {{clr|S|6S}} can be used to reset string very efficiently. Mid-combo, it's possible to do ground normals > {{clr|S|6S}} > Vanish and get both the Level up and the wall bounce from Vanish.<br />
<br />
Once at Level 7, Gogeta gains an Instant Kill Super, which is likely what you're aiming for with this. [[DBFZ/SS4_Gogeta#x100 Big Bang Kamehameha|Read more about that here.]]<br />
}}<br />
<br />
===<big>{{clr|L|j.L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.L<br />
|description=<br />
Gargantuan hitbox. Will win lots of air-to-air trades. Can be used up to 3 times in a chain, on hit or block. Useful for laddering opponents down to the ground.<br />
}}<br />
<br />
===<big>{{clr|M|j.M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.M<br />
|description=<br />
*Fantastic normal.<br />
An amazing air normal and one of the best in the game. It has it all: extreme speed, range, and damage. Amazing for IAD cross-ups, as it's in the fastest category of {{clr|M|j.M}}'s. Combined with his ability to airdash twice, and it can lead to nasty, ambiguous left/right mix-up that leads into high reward.<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.H<br />
|description=<br />
;{{clr|L|5LLLLLLL}}<br />
* Dynamic hit can wall bounce.<br />
----<br />
;{{clr|H|j.H}}<br />
* Smash hit causes a sliding knockdown.<br />
* This move is huge. Catches all techs in the corner.<br />
Gogeta's biggest jump-in and best oki ender. Soft knockdown setups are a lot easier than usual due to his second airdash being usable after his double jump. Use this to safejump if you don't have air options left, as {{clr|M|j.M}} can threaten with an IAD j.LM fuzzy on grounded opponents.<br />
}}<br />
<br />
===<big>{{clr|S|j.S}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.S<br />
|description=<br />
* Halts all air momentum.<br />
* Tracks in front of Gogeta up until half-screen with a wide vertical range below and above him. Has enough hitstun to combo into Super Dash.<br />
* P1 projectile with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions (See the breakdown on {{clr|S|5S}})<br />
If you're not using it in a combo, it's best used to stop air-to-air attempts, but be careful as an expectant opponent can Super Dash preemptively and catch you wide open. It can also be used as a post-Super Dash option on characters with {{clr|H|2H}} normals slower than 13 frames. Cancel into {{clr|H|j.214H}} to convert into a knockdown on hit or pressure on block. You don't want to let this rock due to its recovery.<br />
<br />
This can also grant Gogeta access to potent same side mixups with high damage conversions. Against opponents with good reactions or those who are prone to mashing 2H on your crossup or double airdash attempts, jump j.S (usually post 2L) offers Gogeta an unreactable mixup that can even frametrap fuzzy jumping. Convert on hit with j236H or superdash, use j236H to run away on block or j214H to try and steal a turn back and put them in the exact same mixup situation again.<br />
}}<br />
<br />
===<big>{{clr|H|j.2H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.2H<br />
|description=<br />
* Jump cancelable.<br />
Pretty much every Saiyan's {{clr|H|j.2H}} but faster. Good upwards hitbox, otherwise it's a bog-standard air launcher.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Lightning Hammer</big>===<br />
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=236L,236M,236H,j.236L,j.236M,j.236H<br />
|description=<br />
;All<br />
* Crushes all projectiles, including supers.<br />
* All versions are medium starters, leading to extreme damage on hit.<br />
* M and H versions are hitgrabs, meaning that both will beat any sort of challenge and are unaffected by hitstun scaling.<br />
----<br />
;{{clr|L|236L}}<br />
* Travels 1/2 of the screen.<br />
Mainly used as an additional movement option or to make sure a blockstring ends safely.<br />
----<br />
;{{clr|M|236M}}<br />
* Travels nearly fullscreen.<br />
* Wallbounces with Smash, giving a combo in the corner. Can also extend combos midscreen with an airdash if you're not too high.<br />
* Gives a mediocre sliding knockdown if U1 has been used and D1 has not.<br />
* Opponent can airtech if both Smashes have been used.<br />
Gogeta's primary combo extender besides {{clr|H|j.2H}}. Air version leads to a rejump on every character but Krillin midscreen.<br />
<br />
Deadly frame trap option in the corner for having a higher reward on hit than {{clr|H|5H}}, and not being any less favorable on block than the L version.<br />
----<br />
;{{clr|H|236H}}<br />
* Travels nearly fullscreen.<br />
* Ground bounces with Smash, giving a combo anywhere. <br />
* Gives a bounce sliding knockdown if U1 has been used and D1 has not.<br />
* Switches sides.<br />
* Opponent can airtech if both Smashes have been used.<br />
Buffered {{clr|H|6H}}(whiff)-{{clr|H|3H}} is the best starter after this lands, and with the [https://youtu.be/scRrmzXwYgg?t=2592 optimal confirm] leads into 50%.<br />
<br />
Good get out of jail free card against projectile heavy characters with fantastic follow-ups and many lasting frames, key of Gogeta's neutral threat. Also great for simply flying out of the corner.<br />
}}<br />
<br />
===<big>Meteor Strike</big>===<br />
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214L,214M,214H,j.214L,j.214M,j.214H<br />
|description=<br />
;All<br />
* Overhead.<br />
* Uses D Smash on hit.<br />
* All versions can be anti aired<br />
----<br />
;{{clr|L|214L}}<br />
* -2 on block, allowing for a safe backdash.<br />
* In the ballpark of +33 on most knockdowns, letting you SJ IAD {{clr|H|j.H}} for a safejump.<br />
Functions as an overhead mix-up and combo ender. Use after {{clr|H|j.H}} > {{clr|S|j.S}} when you don't have smash for a knockdown, but keep in mind it grants less oki time if done so.<br />
----<br />
;{{clr|M|214M}}<br />
* +2 on block, allowing for RPS midscreen and pressure in the corner.<br />
* In the ballpark of +55 on most knockdowns, giving you a similar setup to a Smash {{clr|H|j.H}}.<br />
A sometimes move due to its startup, but good to use nonetheless as it's +2 on block. It's also Gogeta's best okizeme ender if he still has D1 Smash available, usually in corner combos. You'll most likely use j.DR instead, but it's there nonetheless.<br />
----<br />
;{{clr|H|214H}}<br />
* +2 on block, allowing for RPS midscreen and pressure in the corner.<br />
IAD {{clr|H|j.214H}} can get Gogeta in from fullscreen and be +2 on block, but getting predictable will end up with you getting {{clr|H|2H}}'d. It's +2 like {{clr|M|214M}} and 24f startup like {{clr|L|214L}}, so using it to continue pressure isn't a bad idea.<br />
}}<br />
<br />
===<big>Bluff Kamehameha</big>===<br />
{{InputBadge|'''{{clr|S|236S}}'''}}<br />
{{DBFZ_Move_Card<br />
|input=236S<br />
|description=<br />
* Can only connect against grounded opponent. Cannot be combo'd into.<br />
* Switches sides on hit, causes a wall splat. Allows for a combo anywhere by Superdashing after it.<br />
This has pretty good range for a command grab, as well as a deceptive animation, so you can use it if you think your opponent is blocking a bit too much to throw them off guard. Don't get reliant on it, as its startup is average for a command grab - and if the opponent catches on, they can backdash or jump out and punish you. When used in conjunction with his other tools like {{clr|H|6H}}, it becomes far more potent.<br />
}}<br />
<br />
===<big>Punisher Guard</big>===<br />
{{InputBadge|'''{{clr|S|214S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214S,j.214S<br />
|description=<br />
* Frame 4 counter.<br />
* Combos into superdash anywhere.<br />
* Will not counter Ki Blast and beams, but will invul through if timed correct.<br />
* Loses to command grabs and Dragon rush.<br />
* Combos into Gogeta's Instant Kill.<br />
Excellent as a defensive tool. It's usable anytime that Gogeta is -2 or better, which is a wide range of opportunities in DBFZ. The most prominent of which are after a blocked {{clr|M|6M}} or an opponent's blocked vanish. Getting predictable with this move will get you killed, but it's great when unexpected. Can be used to make challenging j.{{clr|S|S}} scarier in post superdash scenarios.<br />
<br />
While this move doesn't activate against beams, it does activate against any strike property attacks including Hit's Time Release. This move not activating on contact with beams can also be a blessing, as they can extend its active time allowing you to greatly vary your vanish timing if you have the resources.<br />
}}<br />
<br />
===<big>Plus Energy of Justice</big>===<br />
{{InputBadge|'''{{clr|S|22S}}'''}}<br />
{{DBFZ_Move_Card<br />
|input=22S<br />
|description=<br />
* Stays grounded and covers himself in a projectile. "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input.<br />
* Gains a Dragon Ball on frame 17.<br />
** Dragon Ball cycle: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star {{Tt|†|Trivia: This is the order in which the Shadow Dragons were killed.}}<br />
* Smash hit causes a sliding knockdown.<br />
* Minimum damage on D Smash: 40%.<br />
* Unlike other DPs, on block it can be cancelled at any point during recovery.<br />
Gogeta's omnidirectional reversal. Has weaknesses compared to most DPs like having short range, zero vertical reach and also being a projectile. Despite that it is also one of the safer DPs as it is crossup immune and if blocked, a punish is not guaranteed since Gogeta can delay cancel into Vanish (among other things) at any point.<br />
<br />
In the corner, this can be used as an alternate combo ender to j.214X series as it has very high minimum damage and gives Gogeta his best okizeme, which can get even better if the opponent is above Gogeta and/or it hits meaty. Also a good alternative to {{clr|M|236M}} as a combo DR ender before supers, though {{clr|S|22S}} will drop at max hitstun decay while {{clr|M|236M}} won't.<br />
}}<br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
{{InputBadge|'''Finish Sign'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist A<br />
|description=<br />
* Grants half a bar, increasing slightly up to a maximum of just over 75% of a bar as levels increase.<br />
* Levels Gogeta up, but cannot go past Level 5 [[DBFZ/SS4_Gogeta#x100 Big Bang Kamehameha|for obvious reasons.]]<br />
Essentially a worse version of Base Goku's B assist due to the lesser meter build and how it can't even stack his levels all the way. While you can hold Gogeta in the back and greatly reduce the amount of time and risk it takes to get his instant kill, it can be too gimmicky of a strategy to substitute for a valuable resource. If the gameplan is to get stacks for the Instant Kill Super, it's more efficient to run a team that maximizes how much levels Gogeta can get off a single combo than to primarily rely on this assist to get to Level 7.<br />
}}<br />
<br />
===<big>Assist B</big>===<br />
{{InputBadge|'''Lightning Hammer'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist B<br />
|description=<br />
* Blisteringly fast strike assist with great range that is invulnerable to other assists and all projectiles.<br />
* Little initial knockback makes for easy hit confirms.<br />
* Projectile invulnerability activates on frame 10, assist hits frame 21.<br />
An extremely fast strike assist. Has high blockstun for a ~20f strike assist and is very easy to hit confirm. This is Gogeta's go-to assist because of how situational his A assist is and how little frame advantage his C assist has.<br />
<br />
This assist also retains the projectile invulnerability of the move it's based on. This includes all other assists (even invulnerable and strike assists) allowing Gogeta to skewer your opponent's assist calls after just 10 frames.<br />
}}<br />
<br />
===<big>Assist C</big>===<br />
{{InputBadge|'''Plus Energy of Justice'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist C<br />
|description=<br />
* Gains a Dragon Ball on hit, block, or whiff.<br />
* Dragon Ball cycle is different than that of the Dynamic! property: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star<br />
* Unfathomably less advantageous than every other C assist and some normal assists. This unusually low blockstun can allow it to be used for tick throws.<br />
Just remember, Dragon Balls can be used against you too. Gogeta's assist selection is already very sub-par, having a meme DP assist that can end up costing you the entire match is absolutely not worth it unless you're trolling. There are far better DP C assist options in this game, and this one's abysmal blockstun doesn't help. Don't.<br />
}}<br />
<br />
==Super Moves==<br />
===<big>Ultimate Impact</big>===<br />
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=236L+M,j.236L+M<br />
|description=<br />
* Minimum damage: 754 → 808 → 862 → 916 → 970 → 1024 → 1078 → 1154<br />
* First hit only minimum damage (DHC): 720 → 774 → 828 → 882 → 936 → 990 → 1044 → 1098<br />
* Has Head property, making it vulnerable to {{clr|H|2H}}.<br />
* Tracks the entire screen.<br />
* Side switches on hit for ground version. Regains side for air version.<br />
* Ground version corner carries.<br />
Tracks anywhere on the screen, but deals rather poor damage without levels. At Level 3 or so, it might actually be more worthwhile to use this than continue going for the Instant Kill as this becomes one of the most solidly damaging Level 1s in the game. Both the ground and air versions give Gogeta oki, but the setups are different. The ground version only leaves him in position to meaty with a button, but the air version has enough advantage for an IAD or a {{clr|M|214M}} to cover all techs (except delay down, of course).<br />
<br />
It's better advised to use this immediately after any combo ender as it hits full-screen anyway, and you don't want to risk whiffing this move after a sliding knockdown due to its longer-than-most start-up.<br />
<br />
By DHCing early out of this, you can allow other characters like Trunks to set up their left/right mixups off their Lv3s.<br />
}}<br />
<br />
===<big>Ultra Big Bang Kamehameha</big>===<br />
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214L+M,j.214L+M<br />
|description=<br />
* Minimum damage: 1654 → 1708 → 1762 → 1816 → 1870 → 1924 → 1978 → 2054<br />
* Adv. on hit: +44<br />
Midscreen, a GO1 Jump/Moonjump can be used to close in on the opponent. That doesn't sound great by its self, but Gogeta does have access to an easy fuzzy overhead thanks to his double airdash. After a lvl3 in the corner, '''[9]j.M (whiff) > {{clr|M|j.M}}''' will leave you at the perfect height to either '''IAD j.LM''' or land '''{{clr|M|2M}}'''. On most characters, the '''IAD j.LM''' will be a true blockstring as well as a combo if the '''{{clr|M|j.M}}''' connected. You're also free to go for a DR or {{clr|S|236S}} after the '''{{clr|M|j.M}}''' for additional layers.<br />
<br />
This super also can deal some incredible damage once Gogeta has levels. At Level 0, it's very poor, but getting to something like Level 3 takes maybe a couple of seconds and turns it into a very solidly damaging level 3. Further than that and you're in the top levels. If you have some levels built on the opponent, you might find yourself having better results going for the fuzzy overhead mixup to kill over gambling on continued levels to finish off their next character. After all, those levels will be even easier to build when your opponent is down a character.<br />
}}<br />
<br />
===<big>x100 Big Bang Kamehameha</big>===<br />
{{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}} at Level 7 (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214H+S,j.214H+S<br />
|description=<br />
''540 × 54 = 29,160 damage. Minimum damage: 100%''<br />
<br />
A versatile '''Instant Kill''' that can be combo'd from Smash {{clr|H|5H}}, U+ Smash {{clr|M|236M}}/{{clr|M|j.236M}}, plus on block overheads, command grab, counter, DP, Smash Vanish, mid-combo Sparking Blast and so on. On the other hand, it's a terrible reversal due to the slow startup and Gogeta leaping up making the beam whiff on crouching or small characters at close range, so stick to the other Level 3 or just do {{clr|S|22S}} and hit confirm into this for the kill.<br />
<br />
The requirement of reaching Level 7 can be made trivial with the right team. Gogeta can rack up 3 to 4 Levels per combo with high hitstun assists like {{CLabel|DBFZ|Android 16|label=16}} {{MMC|chara=Android 16|input=Assist B|imageNumber=1|label='''B'''}} or {{CLabel|DBFZ|Piccolo}} {{MMC|chara=Piccolo|input=Assist A|label='''A'''}}, not to mention that he can also gain Levels during neutral, blockstrings and on oki. Once at Level 7, the threat of being IK'd by a random hit is always present even when Gogeta is not the point character, since it's possible to tag him in mid-combo into something like Vanish > {{clr|H|j.214H}}+{{clr|S|S}}. Take control of the pace of the match as fear of being robbed of their characters will often make your opponent play hyper-offensive to stop Gogeta from achieving his win condition, or hyper-defensive to avoid being executed.<br />
<br />
Keep in mind that while it's practical to reach Level 7, Gogeta on his own is still a very strong character that's more than capable of deleting the opponent's health bar without IK. Maintaining Levels can be cumbersome at times since you'll have to avoid using Supers with Gogeta and wasting the Levels. If you're not building a team specifically around Leveling up, by the time you get to Level 7, the match might already be reaching its conclusion and IK wouldn't be any more useful than his other metered options.<br />
<br />
Finally, don't leave money on the table. Treat IK like any other ToD and use assists to maximize meter gain before finishing off the opponent.<br />
<br />
* Advantage on hit: +40 if you get it to not kill<br />
<br />
{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Comparison to the other Instant Kill in the game" data-collapsetext="Collapse comparison"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
x100 Big Bang Kamehameha is a direct upgrade from {{CLabel|DBFZ|Android 16}}'s {{MMC|chara=Android 16|input=214H+S|label=Last Resort}}, all of the Instant Killings with none of the drawbacks:<br />
* Startup is twice as fast as Last Resort<br />
* Can be easily combo'd into and has a giant fullscreen hitbox, meanwhile Last Resort is not comboable and is a throw that can be avoided by being airborne<br />
* Can Happy Birthday and kill assists. It's not very consistent at doing this, but this is still better than no Happy Birthday potential at all<br />
* Due to being a multihit beam that applies damage incrementally, it will never overkill and give the opponent any more meter than a typical ToD would. Last Resort on the other hand, is a single hit that kills the opponent 5 times over and so will always give them 7 Ki Gauges for dying<br />
* Doesn't put Gogeta at 1 HP when it kills, and can be used as many times as necessary so as long as he can get to Level 7 again<br />
{{!}}}<br />
<br />
{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="What do I do if a Gogeta whiffs/drops the IK against me?" data-collapsetext="Thank you for your service"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
Block, run up to him as he falls down and punish the landing recovery. Regardless of ground or air block, you always have enough time to dash fullscreen towards him and punish with {{clr|M|M}} buttons. If you're behind Gogeta, either patiently wait for him to land and punish as usual (recommended), or hit him out of the Super with a {{clr|H|2H}}.<br />
<br />
If you're not on course to a Perfect victory, do not Reflect the beam. Reflecting the entire beam gives you 0.075 bars, while blocking will build 1.458 bars at the cost of 1458 blue health. This is almost the same amount of meter you would've received if you had been ToD'd. Other than preventing chip damage, Reflecting here does not give you any advantages over blocking.<br />
{{!}}}<br />
}}<br />
<br />
==Colors==<br />
{{DBFZColors}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|DBFZ|SS4 Gogeta|size=32px|label=Gogeta (SS4)}}</center><br />
{{DBFZ/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{DBFZ/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=DBFZ/Lab_Coat_Android_21&diff=448698DBFZ/Lab Coat Android 212024-03-10T18:46:09Z<p>JC: This con is awful but at the same time I don't think anyone cares</p>
<hr />
<div>==Overview==<br />
{{DBFZ/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=After years of studying DBFZ at the highest level, '''Android 21 (Lab Coat)'''—often appearing under the nicknames '''Labcoat''' or '''L21'''—can provide you with everything you could possibly ask for from a character. Each tool in her phenomenal kit breaks the game's rules in one way or another. She can zone, she can rushdown, she can mix, and she can play lame. Lab Coat has simple execution requirements, and can work anywhere on a team with great synergy with other characters.<br />
<br />
While extremely well-rounded with a low skill ceiling, Lab Coat nonetheless has quirks that can be exploited by her opponents. She's one of the few characters with a modifier that cripples her meter gain, and her uniquely powerful special moves also come with unique drawbacks. With that said, if you enjoy laughing maniacally and going crazy with the most cutting-edge special moves, then get ready, this cookie will only run you a fiver.<br />
}}<br />
{{DBFZ/Infobox<br />
|difficulty_rating=5}}<br />
{{ProsAndCons<br />
|intro=is a powerful, well-rounded character who shuts down her opponents with her fiendish Photon Pulse.<br />
|pros= <br />
*'''Easy''': To learn and to master.<br />
* '''Neutral on a Leash''': Has all the ways to control neutral and get a hit in without assists.<br />
* '''Obnoxious Pressure''': A whopping SIX lows, {{MMC|input=5M|label=multihitting}} {{MMC|input=2M|label=normals}}, an {{MMC|input=6H|label=extra overhead}} and {{MMC|input=214S|label=two}} {{MMC|input=236H+S|label=command grabs}} give Lab Coat some of the most threatening pressure in the game.<br />
* '''Omnidirectional Anti-Airs''': {{MMC|input=214L|label=214X moves}} hit on both sides and are air OK, getting her out of common situations like Spark > Held Vanish. It also helps her aerial {{MMC|input=j.S|label=Ki Blast}} game with ways to beat Super Dash.<br />
* '''OTG on Demand''': {{MMC|input=22L|label=22X}} hits opponents out of sliding knockdowns, extending her and her team's combos significantly.<br />
* '''Evil Grab Super''': {{MMC|input=236H+S|label=Photon Pulse}} is one of the cruelest supers ever put in the game, instantly crippling her victim's damage output.<br />
|cons=<br />
*'''Glutton''': Lab Coat wants to eat all the meter but barely brings any to the party.<br />
*'''Flawed Neutral Assists''': Contrasting her good solo neutral, she does not bolster that of her teammates very much. {{MMC|input=Assist A}} is easily negated, {{MMC|input=Assist B|label=B}} is outclassed by other Android barriers, and {{MMC|input=Assist C|label=C}} is her only assist with real blockstun at the cost of twice the cooldown.<br />
*'''Special Specificity''': Many of Labcoat's special moves carry key weaknesses, such as her spinning lariats carrying ki blast properties allowing them to be reflected on block, making careless usage of her tools potentially lethal.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|L|5L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5L,5LL,5LLL<br />
|description=<br />
;{{clr|L|5L}}<br />
Lab Coat's fastest button that's also a 6F low, useful for poking, starting blockstrings, defensive challenges and punishes. Advances pretty far forwards so it can stagger into itself indefinitely, and works for SD mixup in midscreen.<br />
<br />
Though as both a blessing and a curse, the lack of vertical reach can be undesirable at times. For example: in ±0 situations, the opponent will be able to jump away from her {{clr|L|5L}}, and it often trades against other {{clr|L|5L}}s instead of clashing. In a similar vein, Lab Coat's {{clr|L|5L}} can also whiff against point blank Super Dash.<br />
----<br />
;{{clr|L|5LL}}<br />
Has great range and hits very high up, useful for typical {{clr|L|5LL}} things like as combo and blockstring filler. When whiff canceled from {{clr|L|5L}}, will hit on frame 17 at earliest. This lets Lab Coat to punish backdash whenever she's plus, e.g. post Vanish or when the opponent airblocks her {{MMC|input=214H|label=214X}} series.<br />
<br />
However since it's so fast, on Reflect, {{clr|L|5L}} > {{clr|L|5LL}} tends to be Reflected twice, pushing her back into neutral.<br />
----<br />
;{{clr|L|5LLL}}<br />
Mediocre just like most other throw {{clr|L|5LLL}}s. Very rarely used for combo purposes and requires specific assists to set up tick throws. Avoid mashing too hard so you don't get this accidentally.<br />
<br />
* Canceling into this from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work<br />
* Combos into SD on hit<br />
}}<br />
<br />
===<big>{{clr|M|5M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5M<br />
|description=<br />
Great vertical range, but lackluster horizontal range. Very strong combo and blockstring filler as it can pull airborne opponents down into a grounded string. After the first hit lands, the second can be canceled at any point, and thus is entirely GC safe as Lab Coat can freely cancel into {{clr|H|2H}}/214X on reaction.<br />
<br />
Due to the second hit always coming out unless canceled on hit or block, she's wide open on whiff so avoid aimlessly throwing {{clr|M|5M}} out in neutral.<br />
<br />
* 2nd hit ground bounces airborne opponents<br />
}}<br />
<br />
===<big>{{clr|H|5H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5H<br />
|description=<br />
Main midscreen combo extender that wall splats on Smash hit and leads into beam rejump combos. Also acts as a typical blockstring filler and anti-Reflect button.<br />
}}<br />
<br />
===<big>{{clr|S|5S}}</big>===<br />
{{InputBadge|'''(Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=5S<br />
|description=<br />
Stays in place and shoots out basic P1 projectiles with Ki Blast property. Great neutral tool and corner combo filler for meter gain.<br />
<br />
On block, {{clr|H|5H}} > {{clr|S|5S}}(1) will space her out nicely for stagger strings or disengaging. She also plays the Ki Blast minigame pretty well thanks to {{clr|H|5H}}, {{clr|H|3H}} and her command grabs. {{clr|H|5H}} and {{clr|H|3H}} will beat GC SD, while command grabs beat GC Reflect.<br />
<br />
* Hold or mash {{clr|S|S}} to shoot up to 5 Ki Blasts<br />
* 5th Ki Blast launches on hit<br />
}}<br />
<br />
===<big>{{clr|L|2L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2L<br />
|description=<br />
A poke that keeps Lab Coat in place. Alternative to {{clr|L|5L}} since {{clr|L|2L}} can cancel into itself whereas {{clr|L|5L}} cannot. {{clr|L|2L}} also puts some distance between Lab Coat and her opponent.<br />
}}<br />
<br />
===<big>{{clr|M|2M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2M<br />
|description=<br />
One of the best {{clr|M|2M}}s in the game for pressure and mix-up. Both hits are lows, true string, scale like typical Medium buttons, and due to the first hit being as fast as some characters' low {{clr|L|2L}}s, it can be used in SD mixups in the corner for devastating damage. After the first hit lands, the second is entirely GC safe as Lab Coat can freely cancel into {{clr|H|2H}}/214X on reaction into a full combo. Second hit being cancelable at any point also makes it a good mixup opportunity like {{clr|M|2M}}(1) > delay {{clr|H|6H}} which can be visually confusing and will catch opponents on autopilot expecting {{clr|M|2M}}(2).<br />
<br />
As a combo filler, both {{clr|M|5M}}(2) > {{clr|M|2M}}(2) and {{clr|M|2M}}(2) > {{clr|M|5M}}(2) always combo and are essentially identical strings that can lead to all of her basic grounded routes. The second hit of {{clr|M|2M}} also combos into SD anywhere on screen at low hitstun decay, allowing for Smashless rejumps with any starter.<br />
<br />
Unfit for neutral usage as similar to her {{clr|M|5M}}, the second hit will always come out on whiff and puts her at -47, very punishable.<br />
<br />
* Launches on hit<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2H<br />
|description=<br />
Lab Coat's highest rewarding anti-air, and has additional utility of keeping a Happy Birthday combo going. On block, can sort of keep herself safe with {{clr|H|2H}} > {{clr|L|j.214L}} (-4) or {{clr|H|2H}} > {{clr|L|j.236L}} (-5), though beware of GC Reflect.<br />
<br />
Has great vertical reach, but the horizontal range leaves a lot to be desired. It'll clip opponents directly above her or flying straight at her, but it has trouble with weird angles. Luckily, she has {{MMC|input=214H|label=Vertical Slicer}} to deal with that.<br />
<br />
* Puts Lab Coat airborne<br />
* Launches on hit. Smash hit combos into SD<br />
}}<br />
<br />
===<big>{{clr|M|6M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=6M<br />
|description=<br />
It's a typical {{clr|M|6M}}. Very large as it uses {{clr|H|j.H}}'s animation, and is one of her 2 standing overheads to compliment the 6 lows and 2 command grabs.<br />
}}<br />
<br />
===<big>{{clr|H|6H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=6H<br />
|description=<br />
Strong overhead that leads into combos without needing additional resources, as it ground bounces on hit and has enough hitstun to combo into {{clr|H|3H}} or even SD. Similar to {{clr|M|6M}}, it doesn't have Head property despite being airborne, so cannot be anti-air'd by typical Head invul attacks. A good spot to sneak this in is after {{clr|M|2M}}(1).<br />
<br />
Ground attacks canceled from {{clr|H|6H}} are 4 frames slower than usual as she has to land before continuing the string. On block, she can true string afterward with {{clr|H|6H}} > {{clr|L|22L}}. She can also set up mixups with {{clr|H|6H}} > {{clr|S|j.214S}} + a high blockstun assist, just another thing to add to the list.<br />
}}<br />
<br />
===<big>{{clr|H|3H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=3H<br />
|description=<br />
Combo filler and acts as an extra low that chases after the opponent, usually from {{clr|S|5S}}(1) > {{clr|H|3H}} where 22X would whiff. {{clr|S|5S}} > {{clr|H|3H}} is also good against delay GC Reflect in attempt to push Lab Coat away, they will be standing for the 4S input and get hit low. Additionally, the hitbox is high enough to hit them out of GC SD.<br />
<br />
Beware that {{clr|H|3H}} does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from {{clr|L|5L}}, {{clr|L|2L}}, and {{clr|H|6H}} (loses to most abare {{clr|L|5L}}s), 3F gap from all other normals (frame traps and beats frame 4 reversals).<br />
<br />
* Launches on hit<br />
}}<br />
<br />
===<big>{{clr|L|j.L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.L<br />
|description=<br />
Small but has a crossup hitbox. Certain distances can make this a nasty crossup that she can convert out of with {{clr|H|j.236H}}. Other than that, it's her fastest and least committal air button for neutral, albeit the small hitbox can make it difficult to air-to-air with.<br />
}}<br />
<br />
===<big>{{clr|M|j.M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.M<br />
|description=<br />
First hit has high hitbox, but both hits have rather short horizontal reach. Due to it being multi-hit, it's good at bringing the opponent from the air to the ground. But the lengthy animation makes it more committal than the average {{clr|M|j.M}}. And while it does hit twice, it's often unusable as a double overhead since the first hit will whiff against crouching opponents when used as IAD > immediate {{clr|M|j.M}}.<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.H<br />
|description=<br />
Huge and covers all techs pretty easily when used for a safejump.<br />
<br />
This is also Lab Coat's primary jump-in and crossup normal. Due to the lack of fast advancing normals, after a crossup IAD {{clr|H|j.H}}, she usually has to convert or continue pressure by microdashing into buttons. Point blank crossup IAD {{clr|H|j.H}} will not true blockstring into any dash button, and since her {{clr|L|5L}} has a low hitbox, the opponent can slip out of her pressure in these situations.<br />
<br />
* Forces crouching on grounded hit<br />
* Smash hit causes a sliding knockdown. Dynamic hit can wall bounce<br />
}}<br />
<br />
===<big>{{clr|S|j.S}}</big>===<br />
{{InputBadge|'''(Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=j.S<br />
|description=<br />
Halts all air momentum and shoots out P1 Ki Blasts at a shallow angle. Each shot pushes her a bit backward.<br />
<br />
Synergizes very well with the rest of her kit. Lab Coat has strong Ki Blast game as not only is {{clr|S|j.S}} repeatable with very low landing recovery, she also can react to SD and cancel into j.214X, an airborne anti-air that can be extended into big damage through the use of 22X or assists.<br />
<br />
When spaced, {{clr|S|j.S}}(2~4) can combo into SD, though the timing for this cancel is rather tight.<br />
<br />
* Hold or mash {{clr|S|S}} to shoot all 4 Ki Blasts<br />
* Last Ki Blast launches on hit<br />
}}<br />
<br />
===<big>{{clr|H|j.2H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.2H<br />
|description=<br />
Standard combo extender that's useful for air-to-air confirms. In the corner, instant {{clr|H|j.2H}} after a ground jump leads into her optimal beam loops.<br />
<br />
* Halts all momentum and kicks sideways. Stays mostly in place throughout recovery animation<br />
* Smash hit wall splats, combos into SD. In the corner and at low hitstun decay, can link to {{clr|L|j.L}}<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Savory Slicer</big>===<br />
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=236L,236M,236H,j.236L,j.236M,j.236H<br />
|description=<br />
;All Versions<br />
Lab Coat turns herself into a beyblade and lets it rip. These are powerful approaching tools with great range, 360 hitbox and Ki Blast deflect property. The backside hitbox allows them to punish panic Vanish, and they also have tendency to pull the opponent in if they're in her vicinity. EX spin is one of the most oppressive advancing special in the game that literally slices through neutral and leads into a full combo on hit. You should keep an assist available before spinning, to keep yourself unapproachable on whiff, or to gain advantage and start your offense on block.<br />
<br />
'''Do not''' make these your only means of navigating through neutral however, for each of their outstanding pros, there's an equally terrible con. They have Head property so can be anti-air'd on a read, and can be {{clr|H|2H}}'d if canceled into Vanish. Despite the insane range, both {{clr|M|M}} and {{clr|H|H}} versions can also whiff at fullscreen distance if the opponent holds {{Ni|4}} and walks out of range. And finally, the worst part:<br />
<br />
''They can be GC Reflected on block.''<br />
<br />
Not only are they already punishable on block, Reflecting them put Lab Coat even worse at -15. While pushed far away, some characters can still reach her in time for the punish. You should not use these moves willy nilly, always call assists for backup, and mix her options up by using Ki Blasts or beam to control the screen.<br />
<br />
* Smash on the last hit for {{clr|M|M}} and {{clr|H|H}} versions. Smash hit will reposition the opponent to be in front of her<br />
----<br />
;{{clr|L|L Versions}}<br />
Decent neutral tools but are overshadowed by {{clr|M|M}} and {{clr|H|H}} versions. Cover roughly the same range as {{clr|H|5H}}.<br />
----<br />
;{{clr|M|M Versions}}<br />
Travel fullscreen and are her go-to corner combo tools. Have good corner carry and wall splat on Smash hit. In midscreen, ground version can link into {{clr|S|236S}} for big damage, though this only works against medium sized and larger characters (2/3rd of the cast).<br />
----<br />
;{{clr|H|H Versions}}<br />
The ender of neutral. Have the speed of {{clr|L|L}} versions and the range of {{clr|M|M}}. Wall bounce on Smash hit for a confirm anywhere on screen.<br />
}}<br />
<br />
===<big>Vertical Savory Slicer</big>===<br />
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214L,214M,214H,j.214L,j.214M,j.214H<br />
|description=<br />
;All Versions<br />
Okay but what if we make the beyblade goes upward instead?<br />
<br />
Introducing: Contenders for the best anti-air in the game. Fast, Head invulnerable, 360 hitbox so they can blow up cross-ups, Ki Blast deflect property and are extendable into combos on hit thanks to 22X. While the 236X series are terrifying approach tools, 214X make it terrifying to approach ''her''. Do not Super Dash at Lab Coat ever you WILL regret it. These moves carry low risk while giving Lab Coat great reward. Additionally thanks to the autocorrect property, it can also sometimes cross the opponent up for a free hit.<br />
<br />
While there's little these moves aren't good for, similar to the horizontal spins, they have quite a list of downsides. They also have Head property, which means they're anti-airs that can be anti-air'd. {{clr|M|M}} and {{clr|H|H}} versions have horrendously long animations that stay roughly in place, so they can be consistently whiff punished with something like super jump {{clr|L|j.L}}. And despite being safe on block, GC Reflect will make them -8 at best and it can only get worse, especially with a well timed Reflect on the final slash. So definitely think twice about using them as reversals, and always prepare an assist to be used for backup.<br />
<br />
* Each slash during the spin vacuums on block/hit and only has Clash Level 2 (loses to {{clr|H|j.H}} and most specials in a trade)<br />
* Turns to face the opponent before the final hit<br />
* Smash on the last hit for {{clr|M|M}} and {{clr|H|H}} versions. All versions ground bounce on non-Smash hit<br />
----<br />
;{{clr|L|L Versions}}<br />
Lowest commitment and are best used with an assist. They quickly cover all around Lab Coat, then the assist will either give her a combo extension or protect her from being punished.<br />
<br />
Combo enders for high hitstun decay combos. Don't give SKD but the ground bounce makes it very easy to extend into Assist + {{clr|M|j.214M}} ▷ {{clr|M|22M}} > Supers etc. The vacuum property along with not requiring Smash makes this a good Happy Birthday tool as well.<br />
----<br />
;{{clr|M|M Versions}}<br />
Go-to combo enders as they cause a sliding knockdown on Smash hit, and always leave Lab Coat close enough to combo into 22X. While {{clr|M|j.214M}} and {{clr|S|j.214S}} can be used interchangeably as they have similar startup and give good knockdowns, {{clr|M|j.214M}} is what you wanna use in most situations since it stays same side and can easily be extended with 22X for even more damage.<br />
<br />
{{clr|M|j.214M}} also allows for special tag > j.DR anywhere on screen, though the timing is a bit strict (using quick tag shortcuts will help).<br />
----<br />
;{{clr|H|H Versions}}<br />
The best versions and one of the best defensive options in the game thanks to their speed and frame 1 Head invulnerability. Fantastic anti-Super Dash, anti-Ki Blast objects being put on top of her on oki, or even just anti-approach. Bonus as good combo enders since they have the same speed as {{clr|L|L}} versions while causing a ground bounce sliding knockdown on Smash hit. {{clr|H|H}} versions knocks the opponent back a bit further than {{clr|M|M}} versions but have more frame advantage, so instead of immediately 22X upon landing, you should do dash 22X instead.<br />
<br />
The ground bounce SKD on Smash hit enables for better combo routes compared to {{clr|M|M}} versions, such as whiff Sparking before going into 22X. Ground {{clr|H|214H}} on Smash hit can also link to {{clr|L|5L}} if all 11 hits connect and Lab Coat doesn't turn around on the last hit, allowing her to convert without spending additional meters or assists. {{clr|H|j.214H}} allows for special tag > j.DR as well, and is much easier to perform than with {{clr|M|j.214M}}.<br />
<br />
Frame 1 Head invulnerability and the ability to hit both sides allow Lab Coat to counter the other best defensive option in the game: Sparking Blast into held Vanish. For most characters, they'll be facing the wrong direction and often have to block against this setup, but Lab Coat can just {{clr|H|j.214H}} through it.<br />
<br />
A tidbit: As mentioned under the "All Versions" section, 214X series have lower Clash Level than most specials. In certain situations, it's possible to hit Lab Coat out of {{clr|H|214H}} with {{clr|H|j.H}} and most specials. However, these are the hardest of reads with tight timings, and won't be very effective if Lab Coat decides to switch things up by delay wakeup {{clr|H|214H}} or just do anything else on wake up/tech.<br />
}}<br />
<br />
===<big>Mignardise Heel</big>===<br />
{{InputBadge|'''{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}}'''}}<br />
{{DBFZ_Move_Card<br />
|input=22L,22M,22H<br />
|description=<br />
;All Versions<br />
Top 3 uncontested best OTG moves in the game due to their speed and Smash properties allowing for conversions, as they can reliably connect after any of Lab Coat's solo sliding knockdowns. Not only do these moves make Lab Coat extremely self sufficient, they also give plenty of synergies with other characters. One egregious example is being able to extend {{Character Label|DBFZ|Broly|label=Z Broly}}'s {{MiniMoveCard|chara=Broly|input=214L|label={{clr|L|L}} command grab}} in the corner by special tagging into {{clr|H|22H}}.<br />
<br />
* Ground bounce on hit<br />
* Can hit opponents in OTG state and are not affected by hitstun decay. Meaning these moves can almost always be used as combo enders into Supers<br />
* Special cancellable on Smash hit<br />
----<br />
;{{clr|L|22L}}<br />
True blockstring from any normal, so can be tacked on as an extra low at the end of the string.<br />
<br />
Doesn't use Smash but cannot be converted solo, so it's often used with assists to pick up after SKD.<br />
----<br />
;{{clr|M|22M}}<br />
Go-to version for most OTG purposes, such as extending after Smash {{clr|M|214M}}/{{clr|H|H}} or combo ender into Supers. On Smash hit, {{clr|M|22M}} gives a SD rejump in midscreen and can cause a corner splat. Corner splat instead of wall splat also means it will Happy Birthday, so this is also an alternative corner combo tool to {{clr|M|236M}} specifically for the purpose of wiping the opponent's assist(s).<br />
<br />
Beside going for SKD oki, hitting OTG with a non-Smash {{clr|M|22M}} also sets up an auto-timed IAD {{clr|H|j.H}} safejump in the corner. If you're weary about whiffing {{clr|M|22M}}, you can use {{clr|L|22L}} instead at slightly lower damage.<br />
<br />
Identical startup to {{clr|H|3H}} means it does not true string from any of Lab Coat's normals. Has a 7F gap when canceled from {{clr|L|5L}}, {{clr|L|2L}}, and {{clr|H|6H}} (loses to most abare {{clr|L|5L}}s), 3F gap from all other normals (frame traps and beats frame 4 reversals).<br />
----<br />
;{{clr|H|22H}}<br />
THE combo extender, a beast of a tool that breaks the rules of the game. Extremely fast startup and causes a huge ground bounce and corner splats on Smash hit, letting Lab Coat combo from ''and'' into basically anything. The bounce is so high she can choose which side she wanna be on for the combo.<br />
<br />
really what else is there to say SKD {{clr|H|22H}} go brrr<br />
}}<br />
<br />
===<big>Photon Swipe</big>===<br />
{{InputBadge|'''{{clr|S|236S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=236S,j.236S<br />
|description=<br />
A screen control move for when you're bored of using the other ones, as well as a great combo filler. It's a typical piercing P3 projectile beam that's whiff cancellable into SD and can jail into Vanish. Can be made -3 on block with a frame perfect {{keyword|IAS}} {{clr|S|j.236S}}. And despite its appearance, the hitbox extends downward so it can hit small or crouching opponents, even when done as IAS.<br />
<br />
This move is also the core of Labcoat's optimal combos as it can be followed up with Superdash anywhere on the screen, and in the corner it can even link back into {{clr|L|5L}} when used close to the ground (i.e. in a sequence like {{clr|L|5LL}} jc {{clr|H|j.2H}} {{clr|S|j.236S}} {{clr|L|5L}} etc).<br />
}}<br />
<br />
===<big>Connoisseur Cut</big>===<br />
{{InputBadge|'''{{clr|S|214S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214S,j.214S<br />
|description=<br />
Another mixup tool to overwhelm your opponent. On ground hit, immediate {{clr|M|22M}} will lead to a full combo. However at 24F of startup and a recognizable pose as visual cue, it will take some conditioning to have a good shot at landing, and you likely won't see this as much as her {{MMC|input=236H+S|label=command grab super}}.<br />
<br />
The air version can be used as a pseudo movement option and is also a great combo ender. If you can afford to switch sides, or have meters to burn with Vanish > delay {{clr|S|j.214S}}, then it can be worth going for just for the healing alone. Landing {{clr|S|j.214S}} at jump height or lower can also extend further with immediately airdashing into 22X.<br />
<br />
* Dashes half screen forward. Ground version only performs the grab once she's near the opponent, while air version is active throughout the dash<br />
* When used outside of combos, {{clr|S|214S}} only connects against grounded opponents and {{clr|S|j.214S}} only connects against airborne opponent. Mid-combo, ground {{clr|S|214S}} will also connect against airborne opponents<br />
* On hit, throws the opponent backward into a sliding knockdown and heals 500 total HP. Example: If she has 400 blue health, she will heal 400 blue health and 100 yellow health<br />
}}<br />
<br />
===<big>Barrier Sphere</big>===<br />
{{InputBadge|'''{{clr|S|22S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=22S,j.22S<br />
|description=<br />
An air OK frame 4 reversal that can lead to devastating punish thanks to the special cancelation property. Relatively low risk as it has a short and ambiguous punish window on whiff. Gives a great amount of meter when guarding multi-hit moves like beams, so it's good for reacting to assist calls, using against zoning or as a round start option when combined with her own assists.<br />
<br />
With her {{clr|M|5M}} and {{clr|M|2M}} being GC safe, canceling into {{clr|S|22S}} against GC then punishing the landing recovery is much deadlier than simply anti-airing.<br />
<br />
* Guard point against all attacks except throws, Supers, and Sparking Blast<br />
* On successful guard:<br />
** Guard frames will extend until end of recovery<br />
** Gains {{Tt|12.5%|It's 25% × 0.5 from her Ki gain modifier}} Ki Gauges for each hit guarded<br />
** Guarding Super Dash-type moves will give the opponent 10F of landing recovery<br />
** Cancelable into Specials, Supers, Meteors, and will autocorrect to face the opponent. Canceling into Supers/Meteors can be inputted with shortcuts (air OK): {{clr|L|L}}+{{clr|M|M}} for {{clr|L|236L}}+{{clr|M|M}}, {{clr|H|H}}+{{clr|S|S}} for {{clr|H|236H}}+{{clr|S|S}}, {{clr|L|4L}}+{{clr|M|M}} for {{clr|L|214L}}+{{clr|M|M}} and {{clr|H|4H}}+{{clr|S|S}} for {{clr|H|214H}}+{{clr|S|S}}<br />
}}<br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
{{InputBadge|'''Savory Slicer'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist A<br />
|description=<br />
Impressive looking strike assist that's not as good as it might seem. Only a handful of assists have this same combination of fast startup and high blockstun, Lab Coat A on top of that has huge hitbox, lengthy active frames, and Ki Blasts deflection starting as early as frame 4. And in spite of being multi-hit, it works well for combo extensions at high hitstun decay where assists like {{CLabel|DBFZ|Yamcha}} {{MMC|chara=Yamcha|input=Assist A|label=A}} or {{CLabel|DBFZ|Goku (Super Saiyan)}} {{MMC|chara=SS Goku|input=Assist B|label=B}} would drop.<br />
<br />
However, it keeps the same properties as the point versions, and can be GC Reflected on block. In practice, there are no reasons not to Reflect it, so Lab Coat A is incapable of giving you true string mixups, and frame advantage against Reflect is only +30.<br />
<br />
It also keeps Head property so can be anti-air'd, and is trickier to use in common situations like approaching with SD + assist, or as an anti-ground call when you're in the air. The recovery is also rather high for this type of assist, putting her at risk of getting Happy Birthday'd.<br />
<br />
* Launches on hit<br />
* Frame advantage is for all hits. Last hit only is +29<br />
}}<br />
<br />
===<big>Assist B</big>===<br />
{{InputBadge|'''Barrier Sphere'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist B<br />
|description=<br />
Lab Coat's B assist is her Barrier that defends against incoming attacks. Takes a different approach to her other assists given that it doesn't have a hitbox, but can be beneficial to certain team compositions or countering East Coast players. If your character is already good enough in scrambles then this assist could prove to be more useful than A, much like {{MMC|chara=Android 18|input=Assist A|label=A18}} or {{MMC|chara=Android 17|input=Assist A|label=A17's barrier}}.<br />
<br />
On how good this is at its intended purpose, Lab Coat spawns behind the point character which is often a detriment, as even when used against things like GC, advancing attacks will put your character outside the barrier where they will get hit. Another note is since the barrier is pink, it's less effective at hiding DR than the other Androids' barriers.<br />
<br />
* Guard point against all attacks except Supers and Sparking Blast<br />
* Absorbs hits for both the point character and any other assists inside it<br />
* Does not gain Ki for blocking attacks<br />
}}<br />
<br />
===<big>Assist C</big>===<br />
{{InputBadge|'''Photon Swipe'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist C<br />
|description=<br />
Her only assist with real blockstun. It's a typical piercing beam that clears the ground and polices the opponent's assist calls. On hit, teleports behind the opponent and knocks them down into a ground bounce SKD, giving easy combo extensions.<br />
<br />
The cooldown is twice as long as her A and B assists, although it might just be worth it for the blockstun.<br />
<br />
* Values in [ ] are when the opponent is in hitstun/untech<br />
}}<br />
<br />
==Super Moves==<br />
===<big>Total Detonation Ball</big>===<br />
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''}} or {{InputBadge|'''{{clr|H|j.236H}}+{{clr|S|S}}'''}}<br />
{{DBFZ_Move_Card<br />
|input=236L+M,j.236L+M,j.236H+S<br />
|description=<br />
Standard Level 1 Supers for meter dumping at the end of combos. Ground version throws an energy ball along the floor that launches on hit. Air versions throws the ball diagonally downward that slide against the corner wall, explodes if it hits the ground and causes a ground bounce sliding knockdown on hit.<br />
<br />
Air {{clr|H|H}}+{{clr|S|S}} version teleports behind opponents before throwing the ball and has reduced startup when used mid-combo, useful for combos that can't end in SKD (which is rare for her).<br />
<br />
* Values in [ ] are when used mid-combo<br />
* Minimum Damage (Ground): 827<br />
* Minimum Damage (Air): 784 <br />
}}<br />
<br />
===<big>Photon Pulse</big>===<br />
{{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}<br />
{{DBFZ_Move_Card<br />
|input=236H+S<br />
|description=<br />
The icing on the cake: A devastating command grab with the meanest reward on hit. It can be used as a tickthrow from essentially all normals without having to delay the input, doubles as frame trap to beat mashing attempts due to invulnerability frames. Since it's a Super, she can also do {{clr|S|236S}} > immediate {{clr|H|236H}}+{{clr|S|S}} for an extra sneaky tickthrow. All the while this grab is very hard to react to despite the startup of 21F, since its key pose is very subtle, has no Super flash until it connects, and is yet another mixup option at her disposal.<br />
<br />
On hit:<br />
* Character that got grabbed will deal 21% less damage until the end of battle. This debuff is applied on top of everything else including Sparking, Limit Break, Super's minimum damage and so on. Debuff does not stack upon multiple uses<br />
* Increases Lab Coat's Special Moves and Assists damage by 21% until the end of battle. Thankfully, this also doesn't stack<br />
: {{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Just how immense is a 21% damage reduction?" data-collapsetext="Collapse and weep"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
It completely removes the damage upsides from Sparking, Limit Break and installs like {{MMC|chara=Frieza|input=214H+S|label=Golden Frieza}}, Adult Gohan's {{MMC|chara=Adult Gohan|input=236L+M|label=Potential Unleashed}} and more. You can't even use traditional Happy Birthday/Merry Christmas team wipe combos with this debuff applied to your character, as even highly damaging sparking combos ending in a Level 3 will simply deal the same damage as a regular combo using meter. Now imagine how little you're doing without spending those resources.<br />
{{!}}}<br />
: {{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="How meaningful is the 21% damage increase?"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
Not as much as it might seem, since the buff is only applied to her special moves and when she's used as an assist. It's most apparent when she front-loads the combo with special moves, but is barely noticeable otherwise.<br />
* From a normal starter ({{clr|L|5L}}, {{clr|M|5M}}, {{clr|H|2H}}, {{clr|H|j.H}}...), her damage output is increased by 1~2%<br />
* From a special starter ({{clr|H|236H}}, {{clr|H|214H}}, {{clr|S|214S}}...), damage output is increased by 7~10% (before Super)<br />
{{!}}}<br />
: {{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Unique interactions with other characters" data-collapsetext="Collapse unique interactions"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
* If two Lab Coats debuff one another, their normals and Supers damage will be reduced by 21%, while Special Moves and Assists' damage will only be reduced by 4.41% (actual calculation is 0.79 × 1.21)<br />
* Debuff stays on the character's body when {{MMC|chara=Captain Ginyu|input=214L+M|label=Body Changing}}, aka Ginyu will be possessing a debuffed character and vice versa<br />
* Debuff persists even after death. Summoning K.O'd characters with {{MMC|chara=Super Baby 2|input=22X|label=Parasite Takeover}} will give you debuffed assists.<br />
{{!}}}<br />
<br />
'''Additional Things to Know''':<br />
* Cannot hit airborne characters or characters in hitstun/untech<br />
* Launches the opponent into a soft knockdown on hit and does not consume Smash. Adv: +27 against up/back/forward tech. In the corner, IAD {{clr|H|j.H}} afterward is a safejump<br />
}}<br />
<br />
==Meteor Moves==<br />
===<big>Appetizing Rush</big>===<br />
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214L+M,j.214L+M<br />
|description=<br />
High damaging and flexible Super, especially since this is also her DHC Super. Tracks the opponent anywhere on screen so it can be used to punish willy nilly usage of special moves.<br />
<br />
In midscreen, this gives a rather average knockdown as she can only get a safejump afterwards. However when the opponent is at rejump height and up, a back-to-corner {{clr|L|214L}}+{{clr|M|M}} like from {{clr|S|j.214S}} > immediate {{clr|L|j.214L}}+{{clr|M|M}} will put them just outside the edge of the screen allowing for a nasty "invisible" IAD {{clr|L|j.L}} cross-up. This can also work regardless of height against a few characters.<br />
<br />
{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="List of characters that can always be crossed up" data-collapsetext="Collapse list"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
{{CLabel|DBFZ|Bardock}}, {{CLabel|DBFZ|DBS Broly}}, {{CLabel|DBFZ|Captain Ginyu}}, {{CLabel|DBFZ|Cooler}}, {{CLabel|DBFZ|Adult Gohan}}, {{CLabel|DBFZ|Goku}}, {{CLabel|DBFZ|SS Goku}}, {{CLabel|DBFZ|SSB Goku}}, {{CLabel|DBFZ|Majin Buu}}, {{CLabel|DBFZ|Nappa}}, {{CLabel|DBFZ|Piccolo}}, {{CLabel|DBFZ|Yamcha}}<br />
{{!}}}<br />
<br />
Not a very good reversal as it is slow outside of combos and especially 12F of startup post Super flash means the opponent can use delay Vanish to escape.<br />
<br />
* Teleports behind opponents before attacking. Values in [ ] are when used mid-combo<br />
* Advantage on hit: +28<br />
* Minimum Damage: 1721<br />
}}<br />
<br />
===<big>Excellent Full Course</big>===<br />
{{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214H+S,j.214H+S<br />
|description=<br />
Go-to reversal Level 3 since it has faster startup overall compared to {{clr|L|214L}}+{{clr|M|M}} when used outside of combos. Has a small blind spot directly underneath Lab Coat due to her leaping up before attacking, so beware of low profile attacks as they will be able to slide under and dodge her.<br />
<br />
Stays same side and can Happy Birthday so will mostly be used if you wanna keep the corner or for team wipe combos. Okizeme is identical to {{clr|L|214L}}+{{clr|M|M}}, but has no corner steal potential so she can only safejump with IAD {{clr|H|j.H}} afterward.<br />
<br />
* Midcombo, has reduced startup and if Lab Coat isn't already on the same horizontal line as the opponent, will autocorrect and teleport vertically to their height before attacking. Values in [ ] are when used mid-combo<br />
* Crosses over the opponent on block<br />
* Advantage on hit: +28<br />
* Minimum Damage: 1721<br />
}}<br />
<br />
==Colors==<br />
{{DBFZColors}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|DBFZ|Lab Coat Android 21|size=32px|label=Android 21 (Lab Coat)}}</center><br />
{{DBFZ/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{DBFZ/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Sol_Badguy&diff=448520GGXRD-R2/Sol Badguy2024-03-08T07:13:55Z<p>JC: </p>
<hr />
<div>==Overview==<br />
{{GGXRD-R2/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content=Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up traps, and throw mixups. Proper conditioning is a huge part of Sol’s [[{{PAGENAME}}/Strategy#Offense|offensive gameplan]]. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks can open up opportunities to punish these responses.<br />
<br />
Sol rewards players with a good grasp of {{keyword|yomi}} with a variety of high-damage counter-hit combos off of moves like {{MMC|input=5H|label={{clr|H|5H}}}} and {{MMC|input=6H|label={{clr|H|6H}}}}. Sol also boasts a set of moves which can be used to augment the universal defensive mechanics the game provides. These include {{MMC|input=623S|label=Volcanic Viper}}, a fast {{keyword|DP}} which can be used with {{keyword|IB}} to challenge gaps in the opponent's pressure, and {{MMC|input=214S|label=Ground Viper}}, a move with extreme {{keyword|low profile}} properties that can slip past the hitboxes of some attacks.<br />
<br />
Players looking to further express themselves will also be granted the option to use Sol's unorthodox moves to supplement his core gameplan. {{MMC|input=214214H|label=Dragon Install}}, {{MMC|input=214K|label=Riot Stamp}}, and {{MMC|input=214P|label=Gun Flame (Feint)}} give Sol players additional, if somewhat niche, options to keep gameplay fresh.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]] (4F)<br />
| reversal = [[#Volcanic Viper|623S/H]] (7/5f), [[#Tyrant Rave ver.β|632146H]] (5+1F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is a well rounded, close-range brawler who thrives off of good {{keyword|yomi}}.<br />
|pros=<br />
* '''Slugger:''' A suite of excellent buttons and solid frame data make Sol a menace once he's gotten in. {{MMC|input=5K|label={{clr|2|5K}}}} is obnoxious to deal with, while options like YRC {{MiniMoveCard|input=236P|label=Gunflame}} and {{MiniMoveCard|input=41236H|label=Fafnir}} keep opponents blocking for long periods of time.<br />
* '''High Meterless Damage:''' Whether in the corner or at midscreen, Sol hurts like hell. His corner combos (aka the ''Dustloop'') can deal 50% or more, while his combos off of {{MiniMoveCard|input=623K|label=Wild Throw}} give him good damage and knockdown.<br />
* '''Solid Defense:''' {{MiniMoveCard|input=623S|label=Volcanic Viper}} is the best meterless reversal in the game, hands down. Sol's fast close range buttons also give him good abare.<br />
* '''Meter Burn:''' Sol has great options for spending meter. His {{MiniMoveCard|input=632146H|label=Tyrant Rave}} Overdrive is an excellent combo ender and reversal, while he uses RC and YRC liberally for mixups and pressure. He can also spend 50 meter on his '''Dragon Install''', wherein he becomes capable of performing incredible combos and has even better pressure, at the cost of potentially losing the round if he isn't careful. <br />
* '''Easy Stun:''' Sol's big individual hits and lengthy combos cause him to generate tons of stun. Counter hit starters can almost certainly earn stun in many matchups.<br />
|cons=<br />
* '''Zoned Out:''' Sol has issues with long-range zoning. He must either take considerate approaches with dashblocking or wild risks with {{MiniMoveCard|input=214S|label=Ground Viper}} and {{MiniMoveCard|input=214K|label=Riot Stamp}}<br />
* '''Tensionless Mixups''': Without ample Tension, Sol's mixup is basic. While it has high reward, his Strike/Throw game is predictable and easily countered through use of universal mechanics like Faultless Defense and Instant Block.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=[[{{PAGENAME}}#Dragon Install|Dragon Install]]<br />
|content=[[File:GGXRD Sol DragonInstall1.png|150x150px|center|link=]]<br />
Dragon Install (DI) defines the term ''{{Tt|Install|A move, usually a super, which changes the properties of the character themself, usually for the better. See: Sol Badguy's Dragon Install.}} super''. DI makes Sol and his normals faster, while also buffing his special moves, giving them unique properties that can only be accessed while in DI. As a cherry on top, Dragon Install will change Sol's character model and change the music played during the match to a [https://www.youtube.com/watch?v=QvgZzKVlYQo unique theme song]. After DI expires, Sol will be left helpless momentarily as he recover from the transformation.<br />
{{clear}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=5P,DI 5P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 5<br />
}}<br />
{{clr|1|5P}} is Sol's fastest normal outside of DI, making it a useful tool for {{keyword|abare}} and initiating pressure in close range, especially given its expansive gatling options. It will whiff against some characters' crouching hurtboxes. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{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}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=5K,DI 5K|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 7<br />
|recovery = 13<br />
}} <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 5<br />
|recovery = 7<br />
}} <br />
A somewhat unusual {{clr|2|K}} normal which serves more as a fast up-close attack and anti-air rather than as a poke. It is a great combo and pressure starter which leads into many different routes, and is frequently used due to its speed and ability to be jump canceled. <br />
<br />
The second hit has great vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jump-ins. {{clr|2|5K}} is commonly used as an option select with forward throw.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=c.S,DI c.S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 16<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 10<br />
}}<br />
Thanks to its speed and various gatlings, {{clr|3|c.S}} is a staple pressure and hitconfirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks, while in blockstrings, its many cancels allow Sol to threaten the opponent with simple mixups despite the move's lacking frame advantage. {{clr|3|c.S}} will combo into {{clr|5|j.D}} on air hit, so it can be used to set up Dustloops.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=f.S,DI f.S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|recovery = 13<br />
}}<br />
{{clr|3|f.S}} is Sol’s main long-range poke, boasting an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance. <br />
<br />
On block, {{clr|3|f.S}} can be canceled to specials to apply pressure, or gatling into {{clr|3|2S}} to reset the situation. On hit, {{clr|3|f.S}} can gatling into {{clr|4|5H}} for long-range confirms with Tension. The only drawbacks to {{clr|3|f.S}} are its significant recovery and extended hurtbox, which can make it prone to being stuffed in neutral from preemptive attacks, but its speed is something the opponent often has to respect.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=5H,DI 5H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 26<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 13<br />
}}<br />
Sol’s other long-range poke, trading speed for greater range and significantly higher reward on Counter Hit. Its hurtbox does not extend far relative to its max range, making it strong when used in conjunction with Sol's other pokes that do greatly extend his hurtbox (such as {{clr|3|f.S}} and {{clr|5|2D}}), though it is also slower to recover than those alternatives. <br />
<br />
In pressure, it can gatling from {{clr|1|6P}} as a far range frame trap. If blocked, it can be jump or special canceled for a return to neutral or attempt to press the offensive. It is a common combo part, as it combos into Instant Air Dash {{clr|1|j.P}}/{{clr|2|j.K}}, or can be Roman Canceled into Bandit Bringer to allow follow-up combos. Additionally, {{clr|4|5H}} will combo into {{clr|5|j.D}} on air hit, so it is used frequently to set up Dustloops in the corner.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} <br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
{{clr|5|5D}} should be used sparingly. It hits overhead, but can be reacted to easily and is unsafe on block. Rewards on hit are small outside of the corner. {{clr|5|5D}} can be used as a combo part for Dragon Install combo enders, due to the wall stick it causes in corner combos. Yellow Roman Cancelling {{clr|5|5D}} on startup can lead to some particularly tricky setups.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=6P,DI 6P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
{{clr|1|6P}} has upper body invulnerability, so it can counter higher-hitting pokes at range. For anti-airing, it is most effective against shallow jump angles or low air dashes, but it can also counter air attacks used early in descent (in attempts to stuff a {{clr|2|5K}} anti-air, for example). <br />
<br />
{{clr|1|6P}} is a strong pressure tool, leading to a multitude of easily hit confirmable and delayable options upon connecting. It can convert to combos on trades, as long as it hit near the corner or Counter Hit. The wall bounce on {{clr|1|6P}} also makes it a staple in corner pressure and combos. Sol can even {{clr|1|6P}} > short delay {{clr|4|6H}} for sneaky crossup setups.<br />
*Knocks away and down on hit, wall bounces within range.<br />
*Greater knockback on Counter Hit, enabling wall bounce at most ranges.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{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}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=6H,DI 6H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 26<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 13<br />
}}<br />
{{clr|4|6H}} is Sol’s longest range normal, but is rarely used on its own due to slow, obvious start-up, lengthy recovery, awkward angle, and limited cancel options. That said, it is useful as a frame trap from {{clr|3|2S}} or {{clr|1|6P}}, and the gap between Sol's hurtbox and the attack's hitbox allows it to crush certain low attacks. The reward for landing {{clr|4|6H}} on regular hit is rather small without Tension. <br />
<br />
On Counter Hit, however, {{clr|4|6H}} causes ground bounce, resulting in devastating combos, solidifying its use as a frame trap. {{clr|4|6H}} can also be used as a strong corner combo ender, leading to safe, high advantage Gun Flame okizeme. On block, it raises the R.I.S.C. Level significantly. In Dragon Install, this move becomes an entirely different beast with greatly reduced start-up and recovery.<br />
*Forces crouch on ground hit, knocks down on air hit.<br />
*Ground bounces on Counter Hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=2P,DI 2P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 5<br />
}}<br />
{{clr|1|2P}} is a staple in Sol’s pressure game, it has similar utility to {{clr|1|5P}} but is plus on block as well. It can set up tick throws or frame traps, and can be hit confirmed easily. Due to its quick recovery, it can create Burst-safe points in combos.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=2K,DI 2K|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 7<br />
}}<br />
{{clr|2|2K}} is Sol’s fastest low attack and important in pressure and okizeme. Its quick recovery makes it a decent tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke, mostly to check low-profile moves without committing to one of Sol's riskier attacks. It is useful as an empty jump low option for okizeme, and with proper spacing it can outrange throws.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=2S,DI 2S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 1<br />
|recovery = 5<br />
}}<br />
{{clr|3|2S}} is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly fast while keeping Sol’s hurtbox far back, making it great for stopping ground approaches and countering shorter pokes. Its disjointed hitbox during active frames can also beat many pokes that hit at a similar height as it. Gatling a {{clr|3|f.S}} into {{clr|3|2S}} whiff is a common technique which brings Sol's hurtbox back to a safer distance, essentially resetting the situation. <br />
<br />
As {{clr|3|2S}} is advantageous on block, it's a great way to safely end blockstrings or lead into extended pressure, as it maintains cancels to some of Sol's most damaging frame traps, the fear of which can open the opponent up to a potential throw. It can also be used as a {{keyword|meaty}} attack to maintain frame advantage even on Instant Block, which can give information on the opponent's mindset.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=2H,DI 2H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
{{clr|4|2H}} is primarily used in combos on airborne opponents, such as from anti-air {{clr|2|5K}} and corner {{clr|1|6P}}. It is rarely useful on its own due to its slow start-up, long recovery, and large hurtbox. On rare occasions, it can be used in anticipation to anti-air for a rewarding Counter Hit launch. <br />
<br />
From farther air hits, it combos into Instant Air Dash {{clr|1|j.P}}/{{clr|2|j.K}} to allow follow-up combos that result in a knockdown that would otherwise not reach. {{clr|4|2H}} will combo into {{clr|5|j.D}} on air hit, so it is frequently used in place of {{clr|4|5H}} in cases where greater height is required for Dustloop routes, due to its higher vertical range.<br />
*Floats on Counter Hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=2D,DI 2D|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|recovery = 13<br />
}}<br />
{{clr|5|2D}} is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. <br />
<br />
Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. It is a strong frame trap option as well since it can low profile many fast pokes. It is useful as an empty jump low option for okizeme since it can easily outrange throws.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=j.P,DI j.P|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 7<br />
|recovery = 4<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 4<br />
|recovery = 3<br />
}}<br />
{{clr|1|j.P}} is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. This, along with its quick recovery, make rising {{clr|1|j.P}} a low-risk space control option. <br />
<br />
{{clr|1|j.P}} shifts Sol's hurtbox forward and upwards, so it can be difficult to anti-air, and can potentially evade aerial attacks from below. Its speed also makes it ideal when pressing offense if Sol can tech out of a combo. Following knockdowns, {{clr|1|j.P}} can be used as a safe jump and puts the opponent in short blockstun, making it a common tick throw option. In combos, {{clr|1|j.P}} can be used to create Burst-safe points.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=j.K,DI j.K|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
It can be used in long distance air-to-air, or apply pressure on opponents attempting to jump away. In combos, {{clr|2|j.K}} is frequently used from long range hits and can be used to increase corner carry in many confirms, due to only being a frame slower than {{clr|1|j.P}} while having much more horizontal range. <br />
<br />
It has a large hitbox behind Sol, allowing it to cross-up, making it useful for okizeme following closer knockdowns. The hitbox of {{clr|2|j.K}} does not reach low, so certain characters can crouch to make it whiff.<br />
*Large cross-up hitbox.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=j.S,DI j.S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
{{clr|3|j.S}} is Sol’s best air starter for combos, so it is commonly used in okizeme as a high hit. It is also used to extend combos on airborne opponents due to being jump cancellable. {{clr|3|j.S}} reaches far downward with relatively quick start-up making it a great air-to-ground button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=j.H,DI j.H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 14<br />
|recovery = 0<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 0<br />
}}<br />
{{clr|4|j.H}} has utility in a wide variety of areas and is Sol’s most commonly used air normal. For okizeme, {{clr|4|j.H}} is useful as a safe jump that can hit high twice. While it doesn’t gatling to any other air normals, it recovers instantly, so it is possible to link {{clr|1|j.P}} or {{clr|2|j.K}} afterwards. <br />
<br />
{{clr|4|j.H}} is useful as both an air-to-air and air-to-ground attack due to its large hitbox, long active frames, and evasive hurtbox. Sol's hurtbox shifts up far above the lower limit of {{clr|4|j.H}}'s hitbox, making it a great way to counter anti-airs and help approach from the air. As a jump in, the only drawback it has is that it doesn't reach quite as deep as {{clr|3|j.S}}, so it can be low profiled. At neutral, rising {{clr|4|j.H}} has similar utility to rising {{clr|1|j.P}} as a method of covering space, and hits slightly above Sol as well. {{clr|4|j.H}} can be used to create Burst-safe points in combos due to its instant recovery.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 7<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
{{clr|5|j.D}} is primarily used in combos on airborne opponents to maximize corner carry and damage, such as Dustloops near the corner. It is also commonly used as a gatling from {{clr|3|j.S}} to launch the opponent. <br />
<br />
On its own, {{clr|5|j.D}} has limited use as an air-to-ground attack, as the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery, which makes follow-up pressure after it is blocked weaker. It can occasionally be useful as an air-to-air with decent active frames and horizontal reach. <br />
*Knocks away on hit with significant untechable time. Combined with its short recovery, two {{clr|5|j.D}}s can be done in a single regular jump, leading to Sol's famous Dustloop combos, which you can read more about in the Combos page.<br />
*Wall bounces on Counter Hit within range.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations where the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel. <br />
<br />
Performing throw as {{clr|2|6K}}+H acts as a useful option select to perform {{clr|2|5K}} if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using {{clr|4|6H}}.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=Air Throw<br />
|description=<br />
Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Canceled to enable any follow-up. Sol's air throw does significant stun damage, so succeeding with a tech trap can often result in a stunned opponent. <br />
<br />
{{clr|4|j.H}} is a strong normal that can often lead to a favourable situation for Sol due to recovering as soon as its active frames end, so missing an air throw does not necessarily put Sol in a bad position.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Dead Angle Attack is an anti-pressure option that costs 50% Tension. It knocks the opponent away and down to the ground on hit which can be followed up with ground okizeme. While occasionally useful since it can be performed during blockstun, Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle Attack as much as others, especially due to the fact that it is highly unsafe on block or whiff. <br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2_Move_Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description= <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
*Causes spinning blowback on hit, wall sticks in corner.<br />
*Crumples on ground Counter Hit, floats and wall sticks in corner on air hit.<br />
*Steals a small amount of Burst Gauge on hit.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P<br />
|description=<br />
Gun Flame (GF) is a vital neutral and offensive tool, serving as one of Sol's few ways of applying pressure at longer ranges. It can be followed up with various combos depending on spacing and whether or not it Counter Hit; the later the flames hit, the more time Sol has to follow up, whether on block or on hit. When combo'd into, such as from a Counter Hit {{clr|5|2D}}, it has significant hitstun, allowing a {{clr|4|5H}} followup. At neutral, it covers a huge area for a long time, making it ideal for ground space control. <br />
<br />
GF has significant recovery, so if it is jumped over it can result in Counter Hit punishes. The move becomes significantly more threatening with meter for Yellow Roman Cancel, as it allows Sol to move with the projectile, letting him meet his opponent in the air or catch their landing if they jumped over GF. On offense, it can be used to frame trap or as a pressure reset using YRC. For okizeme, meaty GF can be significantly advantageous on block and can lead to high/low mix-ups if it hits particularly late or with YRC, which is particularly strong in the corner.<br />
*The 3rd and 4th pillars of Gun Flame do not disappear when Sol gets hit.<br />
*Launches on hit, Counter Hit is untechable.<br />
*Sol is in Counter Hit state for the entire duration.<br />
*Attack power and level change with each set of 9 active frames.<br />
}}<br />
<br />
===<big>Gun Flame (Feint)</big>===<br />
{{InputBadge|{{clr|1|214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P<br />
|description=<br />
Gun Flame (Feint) (GF(F)) is often used as a cancel option from {{clr|4|5H}} or {{clr|4|6H}} on block. This doesn’t improve frame advantage, but it brings Sol's hurtbox back to a safer distance. It builds a small amount of Tension, so it can be used at farther ranges during down time to build meter for free, or as a special cancel from certain combo enders for more meter gain. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch that can be punished.<br />
*Has no hitbox.<br />
}}<br />
<br />
===<big>Volcanic Viper</big>===<br />
{{InputBadge|{{clr|3|623S}}/{{clr|4|H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S,623H,j.623H|versioned=input<br />
|description=<br />
'''Ground {{clr|S|S}} Volcanic Viper''' (SVV) is the slower and more invincible version of Sol's {{keyword|DP}}, which is slightly less unsafe on block than its heavy counterpart. In neutral, it can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. While it can be used as an invulnerable reversal, it is slower than Ground {{clr|H|H}} Volcanic Viper (HVV) and has a much thinner hitbox.<br />
----<br />
'''Aerial {{clr|S|S}} Volcanic Viper''' (j.SVV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial {{clr|H|H}} Volcanic Viper (j.HVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown. A close to ground j.SVV can link into {{clr|1|5P}} upon landing, making {{keyword|Tiger Knee}} j.SVV useful in certain mid-screen confirms.<br />
----<br />
'''Ground {{clr|H|H}} Volcanic Viper''' (HVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. HVV is highly unsafe on block or whiff; having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. <br />
<br />
HVV is also a powerful anti-air option, though vulnerable to Faultless Defense. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to FD. On offense, HVV can be used as a frame trap and anti-throw option if Sol is negative, punishing opponents that try to press where his turn would otherwise be over, though exercise caution as it is still heavily unsafe.<br />
----<br />
'''Aerial {{clr|H|H}} Volcanic Viper''' (j.HVV) can counter aerial attacks, and can be used to end air combos with knockdown. j.HVV reaches much higher than its {{clr|S|S}} counterpart, so it can be used from farther away. While j.HVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning.<br />
----<br />
;All Versions<br />
*Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be canceled into Knockdown on hit, block, or whiff.<br />
*Sol is crouching during landing recovery.<br />
*Cannot Yellow or Purple Roman Cancel.<br />
}}<br />
<br />
===<big>Knockdown</big>===<br />
{{InputBadge|Volcanic Viper > {{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=VV > 214K<br />
|description=<br />
Knockdown (KD) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits.<br />
<br />
The cancel to KD is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a KD after VV connects will leave Sol at disadvantage, and is sometimes even punishable. Delay cancel into KD can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails.<br />
<br />
During Dragon Install, Sol will fall to the ground quickly after KD, making him less vulnerable and allowing for better followups.<br />
*Can be canceled into from Volcanic Viper on hit, block, or whiff.<br />
*Knocks down on hit.<br />
*Sol is in Counter Hit state for the entire duration.<br />
*Cannot Yellow or Purple Roman Cancel.<br />
}}<br />
<br />
===<big>Bandit Revolver</big>===<br />
{{InputBadge|{{clr|2|236K}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236K,j.236K|versioned=input<br />
|description=<br />
Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. The second hit of BR has a large hitbox and must be blocked with Faultless Defense in the air. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked, or instant blocked. From mid-range on crouching block BR will be slightly advantage, but in other situations it can range from being slightly negative to punishable.<br />
BR also has niche use as a low crush because it is airborne after frame 9.<br />
----<br />
;{{clr|K|j.236K}}<br />
In the air, Sol travels far forward and moves enemies a great distance on hit which grants Sol significant corner carry if successful. It is possible for the opponent to be high enough in the air that they can tech after the second hit.<br />
}}<br />
<br />
===<big>Bandit Bringer</big>===<br />
{{InputBadge|{{clr|2|236[K]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236[K]<br />
|description=<br />
Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can be punished easily, either by getting countered out of startup or thrown after an Instant Block. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking. <br />
<br />
The main use of BB on its own is as high-risk, high reward evasive attack to dodge and whiff punish an opponent in anticipation at long range. It can also catch backdashes or jump start-up. BB is used frequently in combos for added damage and corner carry.<br />
*Floor bounce on hit, higher bounce on Counter Hit.<br />
*Sol is crouching during landing recovery.<br />
}}<br />
<br />
===<big>Riot Stamp</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
Riot Stamp (RS) is a risky but useful movement-based special, generally used with Sol's back to the corner for quickly dodging and whiff punishing attacks. RS recovers quickly upon connecting and Sol is able to act shortly after reaching the apex of his ascent from the second hit, allowing for follow-up combos on hit and safety on block. <br />
<br />
At mid-screen, RS is punishable on reaction by {{clr|1|6P}}, invulnerable attacks, Blitz Shield, or otherwise, so it is dangerous to use frequently. With Sol’s back to the corner, it becomes much more practical, since Sol has less distance to travel backwards, allowing it to potentially be used as a sneaky overhead. Using Yellow Roman Cancel during the backwards travel of RS is a useful method of quickly distancing yourself from the opponent.<br />
*Wall bounces on hit.<br />
*While unlikely to come up in actual play, the travel distance of the initial leap backwards is not infinite, and Sol will harmlessly fall to the ground without performing the attack if he is incapable of reaching a wall in time.<br />
}} <br />
<br />
===<big>Break</big>===<br />
{{InputBadge|{{clr|2|j.214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214K<br />
|description=<br />
AKA "Kudakero". Break is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish. It can be followed up on hit near the corner, or mid-screen using Roman Cancel. It is used frequently in corner combos due to high hitstun, allowing a plethora of followup options. <br />
<br />
On block, Break is safe, but only if the flame pillar connects. From a close-range block (often caused by Instant Block), the flame pillar will whiff behind the opponent after the dive kick, leaving Sol vulnerable. Break done from farther ranges is difficult to whiff punish since the flame pillar will still come out upon whiffing the dive kick. Using Yellow Roman Cancel (YRC) as Sol’s begins descending makes him quickly drop to the ground, making for a particularly strong approach from the air.<br />
*Launches on hit, Counter Hit is untechable.<br />
*Cannot be performed close to the ground.<br />
}}<br />
<br />
===<big>Wild Throw</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K<br />
|description=<br />
Wild Throw (WT) makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong Tension-free follow-up combos; while it forces a side switch, Sol recovers so quickly that he can run under his opponent to swap sides again while still being able to combo. <br />
<br />
During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, as it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Canceled for safety.<br />
}}<br />
<br />
===<big>Ground Viper</big>===<br />
{{InputBadge|{{clr|3|214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214S<br />
|description=<br />
Ground Viper (GV) is the most risky attack in Sol’s arsenal. It has massive recovery and cannot be canceled on whiff. The player must rapidly press directions and buttons (not including D) to achieve the maximum travel distance and 9 hits. <br />
<br />
GV will reach the opponent quickly from nearly full screen, so it is useful for catching opponents out of anything they might be doing from far away. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Mid-screen ground hits confirmed into GV will lead to high damage combos with great corner carry.<br />
<br />
*Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.<br />
*With a jump install, RRCing GV's airborne hits allows Sol to airdash for more damaging combos<br />
}}<br />
<br />
===<big>Fafnir</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
Fafnir is a strong neutral and pressure tool. It has far reach due to Sol stepping a far distance forward, making it ideal in neutral at long distance. It can be used to counter attacks at long range into full screen carry combos or as a whiff punisher. The tumble caused by a Counter Hit can often be followed up even on trades, so it is a frightening move to challenge. Sol’s hurtbox lowers slightly during start-up, so it can duck under certain higher-hitting attacks and counter them. As it recovers quickly, if opponents avoided it by jumping, Sol is often left in a good position to anti-air. <br />
<br />
It is useful in ranged pressure when opponents are conditioned not to attack. It must be blocked with Faultless Defense in the air, so it can catch opponents at the beginning of their jump. On block, it is plus (unless Instant Blocked) and increases the opponent’s R.I.S.C. Level considerably. Fafnir is used frequently in combos near the corner. Its high base damage contributes to Sol's prominent stunning ability, especially from a Counter Hit Fafnir starter. Fafnir’s drawbacks are its relatively slow start-up and large horizontal hurtbox.<br />
*Tumbles on hit. Significantly longer tumble on Counter Hit.<br />
}} <br />
<br />
===<big>DI Gun Flame</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 236P<br />
|description=<br />
While the Dragon Install (DI) version of Gun Flame (GF) does not travel like its regular equivalent, the static projectile covers a significant amount of the screen while recovering much faster. Because of this, the move is very useful at occupying space at mid-range, effectively preventing the opponent from approaching. It even grants advantage on block, allowing Sol to dictate the pace even at distances where he is normally at a disadvantage, especially when combined with Yellow Roman Cancel. Additionally, (DI) GF is useful in corner combos, as it has a large amount of untechable time on hit and deals good damage.<br />
*Launches on hit, Counter Hit is untechable.<br />
*Sol is in Counter Hit state for entire duration.<br />
}}<br />
<br />
===<big>DI Volcanic Viper</big>===<br />
{{InputBadge|{{clr|3|623S}}/{{clr|4|H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 623S,DI j.623S,DI 623H,DI j.623H|versioned=input<br />
|description=<br />
The Dragon Install (DI) versions of '''Ground S Volcanic Viper''' (SVV) and Aerial S Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the H versions.<br />
*Hits 3 times, all hits launch. Third hit can be canceled into Knockdown on hit, block, or whiff.<br />
*Cannot Yellow or Purple Roman Cancel.<br />
----<br />
In Dragon Install (DI), '''Ground H Volcanic Viper''' (HVV) and Aerial H Volcanic Viper (j.HVV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) j.HVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HVV. <br />
<br />
Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up.<br />
*Hits 10 times, all hits launch. Tenth hit can be canceled into Knockdown on hit, block, or whiff.<br />
*Cannot Yellow or Purple Roman Cancel.<br />
}}<br />
<br />
===<big>DI Bandit Revolver</big>===<br />
{{InputBadge|{{clr|2|236K}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 236K,DI j.236K|versioned=input<br />
|description=<br />
In Dragon Install (DI), Bandit Revolver (BR) becomes a pressure and combo tool. Due to its improved start-up, movement speed and active time, opponents are forced to respect the ground version in neutral to a much greater degree than regular BR, and the improved attack level grants Sol advantage on block, allowing you to reset pressure with it. <br />
<br />
(DI) BR does not work very well as a pressure tool at close range on grounded opponents, however, as Sol moves so far forward that crouching will usually force the last hit to whiff over the opponent, leaving Sol wide open. Because of this, it is best used either at a distance or in expectation of a jump. As the last hit of the ground version is an overhead, it’s not uncommon to use it to reset pressure at a distance where only the last hit will connect, provided that the opponent is too scared to press a button. Because of its significant untechable time, (DI) BR can also be used as a combo tool near the corner, particularly on air hit. It can even be looped several times in the corner, although the damage isn’t ideal.<br />
----<br />
In the air, (DI) BR functions like its regular counterpart, but the increased attack level and decreased landing recovery means that it can also be used as a combo part on air hit.<br />
}}<br />
<br />
===<big>DI Bandit Bringer</big>===<br />
{{InputBadge|{{clr|2|236[K]}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 236[K]<br />
|description=<br />
In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. <br />
<br />
Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Break for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit.<br />
*Tumbles on hit during first tumble in a combo, ground bounces after a tumble.<br />
}}<br />
<br />
===<big>DI Riot Stamp</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 214K<br />
|description=<br />
In Dragon Install (DI), the first two hits of Riot Stamp are entirely unchanged outside of Tension Gain. For this reason, its use in neutral is almost entirely restricted to the exact same situations as the regular version and therefore should be used sparingly. <br />
<br />
However, should a (DI) Riot Stamp get as far as that second hit, the situation quickly changes. After Sol kicks down, an inferno rises from underneath the opponent. This inferno has a ludicrous amount of active frames, and as Sol himself recovers at the same time he would for the regular version, his advantage on block goes from high to frankly absurd. Similarly, on hit, Sol gets a lot more freedom to do as he pleases.<br />
*When right next to the wall, start-up is 16 frames.<br />
}}<br />
<br />
===<big>DI Break</big>===<br />
{{InputBadge|{{clr|2|j.214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI j.214K<br />
|description=<br />
Once Sol enters Dragon Install (DI), Break’s all-around usefulness increases greatly, even though its damage does not. Firstly, start-up becomes noticeably faster, further enhancing its viability in neutral situations. While Sol does not hang in the air for as long to bait out anti-air attempts, the speed of the move and the danger of DI in general make it risky to challenge. Secondly, the flame that normally appears upon hitting the ground is replaced by a large explosion, granting Sol even greater advantage without the possibility of the second hit whiffing at point-blank. The explosion even hits behind Sol, creating potential cross-ups, although the minimum height requirement usually restricts this function to okizeme or other situations in which Sol is able to get high above the opponent. <br />
<br />
On hit, the explosion launches the opponent high and far, sporting a massive amount of untechable time. This allows Sol to easily follow-up with the jumping normal of his choice (including after an Instant Air Dash), or even (DI) Bandit Bringer during low untechable time decay. Because of this, (DI) Break is a very versatile combo part during DI combos, both mid-screen for corner carry and in the corner for {{clr|5|j.D}} > (DI) Break loops. That being said, using it in combos limits your maximum damage considerably, so if you can avoid using it in that context, do so.<br />
*Second hit has a massive amount of untechable time on hit.<br />
}}<br />
<br />
===<big>DI Wild Throw</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 623K<br />
|description=<br />
While Sol is in Dragon Install, WT functions in exactly the same way as normal. The only change is that the base damage is doubled. However, WT itself is also considerably more threatening due to Sol's massively increased movement speed.<br />
}}<br />
<br />
===<big>DI Ground Viper</big>===<br />
{{InputBadge|{{clr|3|214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 214S<br />
|description=<br />
Its faster start-up, movement speed and immediate super low profile state make it a very scary ranged low, a luxury not shared by many other moves. On block, (DI) GV cranks up the opponent’s R.I.S.C. Level to a far greater degree than any other attack he has, basically guaranteeing that the opponent is forced into an automatic Counter Hit state if Sol gets the maximum number of hits. On hit, while Sol can opt to increase hits and therefore damage, there is an incentive to simply letting the attack perform its minimum number of hits. Due to the increased launch height on the final hit, if the hit count remains low, the opponent's gravity will not scale as much, to the point Sol is able to follow-up with a sufficiently fast anti-air normal such as {{clr|2|5K}} or {{clr|4|2H}} and lead into an extended combo. <br />
<br />
(DI) GV also lacks several of the weaknesses of its regular counterpart. As Sol moves across the ground, he creates a set of high-reaching flame pillars behind him. This makes (DI) GV much harder to jump over. While these flame pillars can be blocked in any way, they do push the opponent back towards Sol, meaning that if a jumping opponent gets caught by a stray flame, they can potentially be pushed back into the rising section of the attack in spite of their attempts to clear it. Sol is able to Purple Roman Cancel to safety should he have the 50% Tension to spare. You can even choose to Yellow Roman Cancel the early portion of the attack if you don’t want to commit to the full thing or simply wish to scare the opponent with a quick burst of forward movement.<br />
*Hits low for all but the last 3 hits, minimum of 15 hits, maximum of 25 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.<br />
}}<br />
<br />
===<big>DI Fafnir</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 41236H<br />
|description=<br />
While Sol is in Dragon Install (DI), Fafnir can deal up to three hits in immediate succession. Fafnir has more recovery in this state, making it considerably more risky to whiff and noticeably less advantageous on hit. However, its frame advantage on block is slightly higher, so it can be used in largely the same manner. <br />
<br />
On hit, the move decreases the opponent's R.I.S.C. level significantly more than regular Fafnir, causing heavier damage scaling, but the opposite is also true on block. An overly defensive opponent will quickly earn themselves a flashing R.I.S.C. Level.<br />
*Tumbles on hit.<br />
}}<br />
<br />
===<big>P.B.B.</big>===<br />
{{InputBadge|{{clr|2|j.623K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI j.623K<br />
|description=<br />
P.B.B. is Sol’s Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent. <br />
<br />
Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. Combined with its fast start-up and short burst of horizontal movement, this allows Sol to end almost any DI combo with P.B.B. without needing to add any unnecessary filler, maximising combo damage. Due to its nature as an air throw, there is the potential to use P.B.B. for resets on an opponent attempting to air tech away, or to use it to throw someone out of Burst start-up.<br />
*Can grab airborne opponents both in and out of hitstun.<br />
*Can grab grounded opponents in hitstun.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver.β</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner {{clr|5|2D}} hit. It can be used as a more costly reversal option on wake-up or in pressure. However, Roman Canceling Volcanic Viper is almost always a better idea since it is much less risky. It is slightly unsafe on block, whether the opponent interrupts the second hit or not. <br />
<br />
As a reversal, the only benefits TR has over VV are that it has more horizontal range and cannot be Bursted; when 75% Tension is available, TR has the added benefit of allowing Yellow Roman Cancel, so it can safely be canceled when the opponent is ready to block it, though this is much more costly than RCing VV. It can also be used on offense similarly to VV as a frame trap, but this is rarely practical.<br />
*Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounces near the corner with enough hitstun to follow up.<br />
}}<br />
<br />
===<big>Dragon Install</big>===<br />
{{InputBadge|{{clr|4|214214H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214214H<br />
|description=<br />
Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and his specials are all buffed significantly. If used in neutral, Sol gains a great amount of initiative; he recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour. <br />
<br />
Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he loses all his Tension and is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI. <br />
<br />
With proper timing, the invulnerability on DI allows it to be used after a knockdown as a big call-out against reversal attempts, especially those intending to Roman Cancel upon connecting. DI can also be used to create Burst-safe points in certain situations. Can be Roman Canceled just as the animation starts, only burns the meter for the cancel and cancels the transformation.<br />
*Greatly enhances movement speed, all offensive specials and almost all normals. And Causes a unique theme to play, Ride The Fire!<br />
}}<br />
<br />
===<big>DI Tyrant Rave ver.β</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=DI 632146H<br />
|description=<br />
The Dragon Install (DI) version of Tyrant Rave ver.β (TR) is a very scary Overdrive. The first hit is basically the same, albeit a couple of frames slower, but the scary part is what follows. The second hit is replaced by a travelling blast of fire, dealing 15 hits total and travelling from Sol's fist across the entire length of the screen. The raw damage on this attack is immense, especially during Hell Fire, and the increased strike invulnerability makes it not entirely terrible to just throw out. While Sol is at a disadvantage on block, the pushback from the blast forces the opponent to either Instant Block the first hit and punish before the second, or not at all. <br />
<br />
Where (DI) TR really shines though, is as a late combo part in the corner. The projectile causes wall stick near the corner, allowing for easy P.B.B. enders. Furthermore, if you delay (DI) TR so that the first hit connects right before the opponent hits the ground, they'll stick to the wall low enough to guarantee the slump afterwards. Because of this, many combos with (DI) TR can then be followed up with a grounded combo continuation into an ender.<br />
*First hit launches, following hits are part of a large, travelling projectile.<br />
*Wall sticks near corner.<br />
*Does not have a Burst version.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Branding Breach</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Like most Instant Kills (IK), Branding Breach is only particularly useful in two situations: when an opponent is stunned and you have the means to quickly activate IK Mode, or when the conditions to combo into IKs are met. <br />
<br />
As far as the attack start-up itself is concerned, Branding Breach is actually a fairly versatile IK. It has a lengthy amount of invulnerability and a decent hitbox, mainly thanks to the start-up animation being based on Fafnir. If conclusion conditions are met, it becomes possible to combo into Branding Breach off a Roman Canceled Ground Throw or Wild Throw mid-screen, and any corner combo leading into a high air hit Fafnir can also combo into Branding Breach without requiring a Roman Cancel.<br />
*Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Sol Badguy|size=42px}}</center><br />
{{GGXRD-R2/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGXRD-R2/Navigation}}<br />
[[Category:Guilty Gear|Sol Badguy]]</div>JChttps://www.dustloop.com/wiki/index.php?title=BBCT/Iron_Tager&diff=448362BBCT/Iron Tager2024-03-06T05:19:25Z<p>JC: /* Magna Tech Wheel */</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
'''Tager''' is one of BlazBlue's most creative ideas: a grappler who pulls you towards him so he can lose the round faster.<br />
<br />
An amalgamate of ArcSys' classic issues when balancing grapplers, Tager in BBCT is incapable of starting and maintaining offense. Everything Tager has ranges from mediocre to terrible, with a combo and oki game so bad it makes [https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike/Twelve 3S Twelve] look like an [[Hokuto_no_Ken|HnK]] character. His gigantic, wide hurtbox and horrific mobility makes him highly susceptible to harassment, and none of his normals are as threatening as they should be for a man of Tager's size. While his grabs have exceptional damage, his nonexistent strike game ultimately prevents Tager from succeeding at anything of real value.<br />
<br />
What's worse is that the system mechanics of BBCT absolutely hate Tager. Bursting to get people off of him is a non-option due to it practically assuring he will die immediately afterwards thanks to his massive, easily comboable frame, even if it doesn't then he'll have to navigate neutral again in Negative Penalty without any barrier. Other mechanics like Guard Libra punish Tager for playing patiently, which is a necessity for any grappler. This means he'll be playing victim to all of the kusoge elements this game has, infamously giving him hopeless matchups against numerous characters.<br />
<br />
Taking a single round while playing Tager is the equivalent to winning ten matches. Unless you're fighting Hakumen.<br />
}}<br />
{{BBCT/infobox<br />
|fastestAttack = {{clr|A|5A}} (7F) <br/>Ground Throw (6F)<br />
|reversal = {{clr|B|236236B}} (19F) <br/> {{clr|C|720C}} (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= loses the round.<br />
|pros=<br />
*'''Can Still Win''': As long as you have better footsies, better pressure, better reads, better neutral, better defense, better patience, better confirms, better punishes, better "combos", and generally outplay your opponent in every conceivable way consistently throughout the entire match, you can take a single round as Tager.<br />
|cons=*'''The Worst Oki''': An issue that can almost assuredly make any grappler terrible. Nearly every combo ends with Tager in a disadvantageous position—oftentimes fullscreen away—and his pressure is easily negated with CT's Barrier.<br />
*'''Slow as Molasses''': Cannot dash, airdash, nor double jump.<br />
*'''Counterintuitive Drive''': Toolkit depends on magnetism to "work" rather than being enhanced by it. Magnetism is gated behind only three normals, and 2/3 of those normals are terrible. Also results in Tager pulling normals into his face.<br />
*'''Worthless Normals''': Awful buttons with pathetic framedata and hitstun, almost unanimously lacking utility. Doesn't even have a single invincible anti-air.<br />
*'''Zero Combos''': Borderline impossible for Tager to get a combo off of any hit. Requires magnetism or Spark Bolt for any routes, and yet said routes are still underwhelming.<br />
*'''Gigantic''': Not only tall, but wide. A frightening amount of normals hit Tager faster than he can move, and he's the only character that can still get crossed up while fully cornered.<br />
*'''Life of a Grappler''': Has the worst matchups in BBCT, losing every single one besides Hakumen's. Every top tier makes Tager's pitiful life all the more hellish, and he'll be shoved into every grinder imaginable.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Drive: Voltic Battler<br />
|content=<br />
Tager's {{clr|D|D}} attacks, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|j.D}} and {{clr|D|41236D}}, all apply magnetism on hit or block. Magnetism lets Tager pull them opponents towards him during certain other attacks for as long as they remain magnetized. How said moves pull the opponent closer to Tager and the intensity of said pull depends on the move.<br />
<br />
The moves that can use magnetism are:<br />
*{{clr|D|5D}}<br />
*{{clr|D|2D}}<br />
*{{clr|D|j.D}}<br />
*{{clr|A|6A}}<br />
*{{clr|A|360A}}<br />
*{{clr|B|360B}}<br />
*{{clr|C|623C}}<br />
*{{clr|B|236236B}}<br />
*{{clr|C|720C}}<br />
<br />
Tager lacks a quick and reliable way to set up magnetism, as all of his {{clr|D|D}} normals are slow and Spark Bolt is not always available. He's also ''missing'' moves that would become staples of his kit in the future, such as {{clr|D|4D}} and Gadget Finger.<br />
}}<br />
<br />
==Starter Guide==<br />
{{card|width=4<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|_0KgQbxKefs|450}}{{Closediv}}<div class="fpvideo">{{#ev:youtube|eXHjyM8Zc80|450||||start=454&end=586}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{Clr|A|5A}}</big>===<br />
{{BBCT Move Card<br />
|input=5A<br />
|description=<br />
Tager's best move, the first move on the list and we've already peaked.<br />
<br />
{{clr|A|5A}} has very short recovery, massive range and advantage on guard making it an all-around stellar normal. It's excellent for poking, for challenging opposing pressure or desperately trying to maintain your own. As a tradeoff, {{clr|A|5A}}'s combo options are so pitiful that saying it's a low risk/zero reward button is not an understatement in any way, which will become a recurring theme with the rest of Tager's normals. While reliable for many things, this should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|5B}}</big>===<br />
{{BBCT Move Card<br />
|input=5B<br />
|description=<br />
A very mediocre low kick.<br />
<br />
Seemingly important in Tager's pressure game as a low mixup from his throw, but not much else. Using {{clr|B|5B}} is a point of no return for Tager, as it's too slow combo into {{clr|C|5C}} or {{clr|A|6A}} on a standing opponent or even true blockstring into them, nor does it gatling into the vastly superior {{clr|B|2B}} either. Tager will be forced to spend his Spark Bolt if he gets a hit with this in order to get a combo, ultimately making {{clr|B|5B}} very pricey for any reward and leaving much to be desired.<br />
<br />
For its startup and how huge Tager is, you'd hope this would go further every time you press it.<br />
}}<br />
<br />
===<big>{{Clr|C|5C}}</big>===<br />
{{BBCT Move Card<br />
|input=5C<br />
|description=<br />
{{clr|C|5C}} is too slow to get anything done for Tager.<br />
<br />
At 16f startup, this normal never combos against standing opponents from any normals prior (without a counterhit), and is inconsistent even then. The range is very underwhelming for the speed, with most characters being able to dash and use their {{clr|B|5B}} in the time it takes for this to come out. They'll typically cover the same if not more range as well.<br />
<br />
If used in pressure, {{clr|C|5C}} will always leave a gap to reversal through. The pushback is also severe, which will usually entail the end of Tager's pressure if he hasn't applied magnetism or the opponent has bothered to barrier him.<br />
}}<br />
<br />
===<big>{{Clr|A|2A}}</big>===<br />
{{BBCT Move Card<br />
|input=2A<br />
|description=<br />
Slow, but really good. It's plus, anti-airs (sometimes), and more importantly can actually lead to combos!<br />
<br />
While {{clr|A|2A}} doesn't cover as much horizontal range as its standing cousin, it does just about everything else. The best part about this button is that it gives Tager one of his only real combos without magnetism that gives him a knockdown: {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}. It's very simple and underwhelming, but Tager gets nothing else on a standing character.<br />
}}<br />
<br />
===<big>{{Clr|B|2B}}</big>===<br />
{{BBCT Move Card<br />
|input=2B<br />
|description=<br />
Put simply, {{clr|B|2B}} is almost useless. Its limited range makes it hard to apply in the majority of situations.<br />
<br />
There are merits to {{clr|B|2B}}, such as its swift recovery and high attack level making it a very safe (albeit not very fast to start up) poke. The limited range is the catch; having less range than even his jabs, Tager is almost never able to make this normal count. A creative Tager can attempt to apply {{clr|B|2B}} whiffs intentionally, but the pushback from barrier will weaken these setups dramatically. It does combo into {{clr|B|5B}} and {{clr|C|3C}} for two lows in succession, but the rewards for either of those landing is a spit in the face.<br />
}}<br />
<br />
===<big>{{Clr|C|2C}}</big>===<br />
{{BBCT Move Card<br />
|input=2C<br />
|description=<br />
An "anti-air" that completely lacks invincibility. Also it's slow. And the recovery is huge. Horrible button.<br />
<br />
{{clr|C|2C}} has great vertical range, but terrible horizontal range. Using it in combos leads to high damage routes, but without magnetism or a grounded {{clr|A|6A}} hit (both of which are hard to get), it's rarely possible to use. These routes are also likely going to use {{clr|C|623C}} immediately after, so Tager can kiss his dreams of oki goodbye. Don't ever bother trying to use this as an anti-air, even with a crouching hurtbox Tager is still so gigantic he'll get hit by every jump-in headed his way for a full combo. Tager can also expect a swift death if this button ever misses.<br />
}}<br />
<br />
===<big>{{Clr|A|6A}}</big>===<br />
{{BBCT Move Card<br />
|input=6A<br />
|description=<br />
{{clr|A|6A}} is a strange vacuum normal that's ''also'' too slow to get anything done for Tager.<br />
<br />
Failing to naturally combo off of {{clr|C|5C}} without a crouching or counter hit, applications for {{clr|A|6A}} in combos are underwhelming. Should Tager find a way to manage it, a combo into {{clr|C|2C}}, {{clr|C|3C}} or {{clr|C|623C}} possible from there and can lead to solid reward. Tager will vacuum opponents towards him on hit or block and has a slight attraction effect during the startup if magnetism is currently applied, but the startup still doesn't make this a desirable normal to just throw out.<br />
<br />
Unlike later games, {{clr|A|6A}} does not ground slide on an aerial hit, nor does it have armor against Head and Body attribute. The projectile invuln would be nice for counterzoning, but it only begins 4 frames before this glacial attack becomes active, making it moot in most cases.<br />
}}<br />
<br />
===<big>{{Clr|B|6B}}</big>===<br />
{{BBCT Move Card<br />
|input=6B<br />
|description=<br />
Generic overhead that can chain into itself indefinitely.<br />
<br />
{{clr|B|6B}} is a simple mixup tool for Tager. It's slightly faster than {{clr|C|6C}} at the cost of less reward, with both sporting good range. It's not the most interesting or noteworthy normal, outside of it being able to infinitely chain into itself on hit. This still isn't very useful, but it can catch a few players off-guard in the two seconds you can make them block.<br />
}}<br />
<br />
===<big>{{Clr|C|6C}}</big>===<br />
{{BBCT Move Card<br />
|input=6C<br />
|description=<br />
{{clr|C|6C}} is an important combo piece for Tager, whatever combos he can get any way.<br />
<br />
Although it hits overhead, it's far too slow to be used as a traditional overhead mixup outside of when players are clearly looking out for {{clr|B|6B}}. Instead, {{clr|C|6C}} sees most of its use in combos, with a stellar launch and hitstun giving Tager multiple ways to follow up should his feeble combo game let him land it. This will nearly always carry enough hitstun to combo into {{clr|D|5D}}, giving Tager a way to end a combo with magnetism which is a royalty for him.<br />
}}<br />
<br />
===<big>{{Clr|C|3C}}</big>===<br />
{{BBCT Move Card<br />
|input=3C<br />
|description=<br />
Abysmal sweep. Hard to land for zero followup. Might be worth not even using this.<br />
<br />
Horrible frame data on this button as a whole, 17 frames of startup means this button can only be combo'd into from a {{clr|A|6A}} or {{clr|B|2B}}. {{clr|C|5C}} also works, but only point blank due to how much pushback that normal carries on hit, and either way ends with Tager getting very subpar oki.<br />
<br />
{{clr|C|3C}} cannot be special cancelled into anything, so if it gets blocked Tager is doomed. It's also worthless in combos for this same reason; a mediocre ender for his grounded routes granting very below-average oki thanks to the recovery and nothing more.<br />
}}<br />
<br />
===<big>{{Clr|A|j.A}}</big>===<br />
{{BBCT Move Card<br />
|input=j.A<br />
|description=<br />
A very solid air jab considering its speed, but nothing overall noteworthy. Tager rarely wants to jump due to his horrible prejump frames.<br />
<br />
As you may have come to expect from Tager, {{clr|A|j.A}} does not combo into a single other air normal besides itself. This should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|j.B}}</big>===<br />
{{BBCT Move Card<br />
|input=j.B<br />
|description=<br />
Another great air normal, this time better suited for jump-ins with its downwards hitbox and long active frames.<br />
<br />
{{clr|B|j.B}} can struggle to see use thanks to Tager's very floaty jumps, but it's important if he ever finds himself in the air regardless. Sadly, like most of Tager's air normals, it doesn't lead to much on hit. It only combos into {{clr|C|j.C}}, and Tager's combo will be over from there.<br />
}}<br />
<br />
===<big>{{Clr|C|j.C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.C<br />
|description=<br />
{{clr|C|j.C}} isn't really an attack as much as it is a pseudo-airdash.<br />
<br />
While it does have a hitbox, a strong one at that, the real meat of {{clr|C|j.C}} lies in its forward movement. Tager can use this to propel himself forward in the air somewhat akin to an airdash, although not quite. The quick recovery also means it's not too much of a danger to put out, but Tager's prejump and low gravity means jumping at all is a danger for him. Should {{clr|C|j.C}} hit, Tager gets absolutely nothing as the hitstun isn't long enough for Tager to successfully land a {{clr|D|j.D}}, nor do anything else.<br />
}}<br />
<br />
===<big>{{Clr|C|j.2C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.2C<br />
|description=<br />
Another silly air normal, this time an anti-anti-air that's not too useful.<br />
<br />
{{clr|C|j.2C}} halts Tager's air momentum before dropping him straight down. While hanging in the air helps him bait out anti-airs and punish them, he still struggles to get very high reward on hit due to his poor combo game, making this a lot more risk than it's likely worth.<br />
<br />
The hitbox is active all the way until Tager hits the ground and then some, but an odd bug exists where {{clr|C|j.2C}} comes out nearly instantly if performed as low as possible to the ground. This was seemingly left in the game for potential tech reasons, and has use in the occasional combo.<br />
}}<br />
<br />
==Drive Moves==<br />
===<big>{{Clr|D|5D}}</big>===<br />
{{BBCT Move Card<br />
|input=5D<br />
|description=<br />
An impressively long-range poke, but perhaps what's more impressive is how terrible it is.<br />
<br />
{{clr|D|5D}} is one of Tager's only ways to apply magnetism, and it's extremely slow. Not just in startup, but also recovery. Tager is left very vulnerable for an extensive period of time on whiff with a total duration over a full second. The recovery is so bad, Tager visually appears to be moving in slow motion. {{clr|D|5D}} also grants nothing on hit besides magnetism and a bit of damage. It blasts anyone hit by it all the way to the other side of the screen with laughably little hitstun, usually resulting in them teching mid-air. Even with Spark Bolt, these two properties make it very hard to confirm off of this.<br />
<br />
It'll be used any way at the end of combos, such as after {{clr|C|6C}}, but only thanks to the magnetism. It's too great a risk otherwise.<br />
}}<br />
<br />
===<big>{{Clr|D|2D}}</big>===<br />
{{BBCT Move Card<br />
|input=2D<br />
|description=<br />
{{clr|D|2D}} is another awful button. If you guessed that it's too slow to get anything done, you guessed correctly.<br />
<br />
Advances Tager forward during the active frames, but the hurtbox does not low profile much of anything and Tager has no armor at all while advancing. It doesn't help that the reward he gets on hit is abysmal thanks to it catapulting people all the way across the screen just like {{clr|D|5D}} for zero followup or oki. This is typically seen in neutral from a Tager who believes he's got nothing left to lose.<br />
<br />
The most practical use for this is in combos. A simple way to route into {{clr|D|2D}} is after using Atomic Collider, but usually if {{clr|D|2D}} could connect, then {{clr|C|6C}} would as well, and that normal will result in better damage ''and'' magnetism after.<br />
}}<br />
<br />
===<big>{{Clr|D|j.D}}</big>===<br />
{{BBCT Move Card<br />
|input=j.D<br />
|description=<br />
A much faster and more practical way of getting magnetism than the other two normals.<br />
<br />
{{clr|D|j.D}} is not risk free thanks to its long startup and recovery, and also leads to nearly no reward on hit besides the magnetism, but it can carry its weight given Tager is allowed to remain mobile during the startup. There's a bit of landing recovery at the end, so take caution whiffing this.<br />
<br />
{{clr|C|6C}} combos that don't have magnetism already applied can end with this to apply magnetism without launching the opponent fullscreen. Dealing more damage than {{clr|D|5D}} is also a nice bonus.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=5B+C<br />
|description=<br />
A throw. The reward on hit is quite high, even higher than his command grabs, but Tager will need magnetism in order to make the most of it.<br />
<br />
Tager's throws may seem redundant thanks to his command grabs, but they have surprising range and little recovery. Too bad this game has barrier OS and Tager isn't capable of fighting it at all, add that to the list of potential strengths of his completely invalidated.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=4B+C<br />
|description=<br />
A back throw. Same as his forward throw, really.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=j.B+C<br />
|description=<br />
Given how often characters love to harass Tager in the air, this is a good choice to try and quickly get them off of him. It's not very useful as a whole thanks to Tager's slow prejump.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while blocking}}<br />
{{BBCT Move Card<br />
|input=6A+B while Blocking<br />
|description=<br />
Spend meter to get to play the game again.<br />
<br />
Unlike most Counter Assaults, Tager's is blessed with a knockdown, which makes it way more worthwhile than others. Given Tager will be spending an extensive amount of time blocking, he'll commonly need this to escape pressure. Having a good one is quite the boon.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>{{clr|A|A}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCT Move Card<br />
|input=360A<br />
|description=<br />
[[File:BBCT Tagersuck.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|{{clr|A|360A}} reaches far enough to grab another Tager at roundstart.<br>Buffered behind {{clr|B|2B}} to prevent any movement.]]<br />
The first of Tager's staple command grabs. This version is more of a reversal grab compared to the {{clr|B|B}} version.<br />
<br />
Tager reaches his hand out further than in the B version which gives this grab a bit of an extra boost in range, but it's at the cost of damage. The real catch is the invincibility Tager gains as early as frame 3, so use of this is mostly as a reversal. If Tager is afraid of getting mashed or lacks magnetism on a mixup attempt, {{clr|A|360A}} can be used instead of {{clr|B|360B}} as it's only a few frames slower and is still more than unreactable, leaving damage as the only sacrifice. Of course, should Tager have the choice between the two grabs, {{clr|B|B}} is almost always a better option.<br />
<br />
With magnetism applied, Tager will pull in the opponent towards him during the startup, which can be extended by holding down {{clr|A|A}}. The button must be manually released to activate the hitbox, or else the opponent just gets pulled towards Tager and will likely punish him.<br />
<br />
Naturally for a command grab, the recovery is quite terrible. Whiffing this will typically result in Tager getting counterhit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCT Move Card<br />
|input=360B<br />
|description=<br />
[[File:BBCT Tager 360BVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Although lacking the range of its cousin with or without magnetism, {{clr|B|360B}} has top class damage.<br>Brief combos can be performed after for even more damage.]]<br />
The second of Tager's staple command grabs. This is Tager's go-to mixup, dealing a very high amount of damage.<br />
<br />
{{clr|B|360B}} has short range and can't be held down to vacuum magnetized opponents in for nearly as long as the {{clr|A|A}} version, nor is there any invincibility. Instead, the startup is significantly faster and the damage is much higher. This lends itself better to mixups where the opponent is conditioned to respect Tager's pressure, and ideally is also magnetized. If magnetism is applied, Tager should default to using this over {{clr|A|360A}} in his strings thanks to the significantly heightened reward, exceptions being when Tager wishes to grab a reversal or pushback is too great.<br />
<br />
Although the reward on hit seems enticing, it should be kept in mind that {{clr|B|360B}} is still slower than Tager's jab while also having less range and no invincibility. If a grab is needed to escape pressure, this shouldn't be on the list.<br />
<br />
If held down to magnetize opponents towards him, Tager will automatically activate the hitbox if he drags his enemy within proximity—no need for a manual release.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}}}}<br />
{{BBCT Move Card<br />
|input=623C<br />
|description=<br />
[[File:BBCT_Tager_623CVideo.webm|poster=File:BBCT_Tager_623CVideoThumb.png|380px|right|thumb|{{clr|C|623C}}'s hurtbox extension is far too egregious to reasonably use it as an anti-air.]]<br />
Anti-air grab. Barely functions, does a lot of damage when it decides to. That damage value is not a typo, but it's always affected by Tager's combo rate so it starts combos for 1850 damage.<br />
<br />
Being an anti-air grab, it only hits airborne opponents. Having invincibility on your anti-airs is a privilege only awarded to good characters, so naturally Tager has none at all on this. His extended arm is a massive hurtbox just waiting to be struck by whoever he's trying to grab.<br />
<br />
Tager can hold down {{clr|C|C}} to vacuum magnetized opponents towards him, rather generously letting them strike that hurtbox even more easily. Just like {{clr|A|360A}}, the hitbox does not come out automatically unless Tager's been holding the button down for a long time. A manual release is required to grab someone.<br />
<br />
This gets delegated to combos only, and usually at the end of them. Generally results in the opponent being blown fullscreen for absolutely zero oki, especially if, god forbid, you want to apply magnetism with something like {{clr|D|5D}}. Sometimes used in Tager's resets as well, for when you feel like gimmicks are the only thing that can make the one hit you'll get in the entire match worth it.<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=236A<br />
|description=<br />
[[File:BBCT Tager SledgeAVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Clearly inspired by Zangief's {{Tt|Vanishing Flat|Also called "Green/Blue Hand."<br>Functioned as a projectile-invincible poke. Saw infamy in Street Fighter IV.}}, Sledgehammer is intended to work as Tager's counterzoning option. However, anyone he'd truly want to use it against can easily circumvent it or punish Tager's recovery.]]<br />
You know Green Hand? If you took that and made it way worse, you'd have {{clr|A|A}} Sledgehammer.<br />
<br />
{{clr|A|A}} Sledgehammer is yet another move in Tager's arsenal that's way too slow to be helpful. No normals combo into it without a crouching hit thanks to its sluggish speed and range. Given its projectile armor and forward movement, it seems intended to help Tager navigate neutral against zoners, but any experience in those matchups will reveal the uselessness of this move there. Tager is much better off charging up Spark Bolt than risking this approach.<br />
<br />
Can be cancelled into Additional Attack during the recovery frames, even on whiff. This is helpful if Tager can combo into it, since it deals superior damage to {{clr|3|3C}}.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCT Move Card<br />
|input=236B<br />
|description=<br />
[[File:BBCT Tager SledgeBVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|A slower but further moving Sledgehammer. The range makes it more effective, but it can still easily be punished.]]<br />
An even slower version of Sledgehammer. Meant to blow through zoning spam, but is only okay at doing that.<br />
<br />
Goes farther and is friendlier in combos, such as after either of Tager's regular throws, but that's about it. Shares many of the same properties and issues with the other variant despite the increase in range and frame advantage.<br />
<br />
Can also be cancelled into Additional Attack during the recovery frames, once again on whiff as well.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|Sledgehammer > {{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=Sledge > 236A<br />
|description=<br />
[[File:BBCT Tager HammerVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Sledgehammer followup. Performable on whiff and block and hits overhead, but is pathetic in pressure.]]<br />
Also called "Hammer." An overhead followup to the two Sledgehammers, and rarely useful.<br />
<br />
Because it can only be used after Sledgehammer, it's a very predictable mixup option on top of its slow and reactable speed. Additionally it lacks any armor or anything of the sort, so when combined with the speed people can just mash to interrupt it after either Sledge. This isn't even necessary, as Tager is -17 on block and can be punished any way.<br />
<br />
Groundbounces on hit that launches the opponent away from Tager for no oki. Can be followed up, but just barely.<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|B|421B}}}}<br />
{{BBCT Move Card<br />
|input=421B<br />
|description=<br />
[[File:BBCT Tager VolticVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Tager's Electric Gauge fills up automatically over time, but Voltec Charge can be used to speed it up in chunks.<br>It also armors through many attacks.]]<br />
An armored stance that charges up Tager's Spark Bolt. A surprisingly helpful move.<br />
<br />
The armor will cover everything besides Foot attribute attacks and throws, making it highly useful at beating slow, predictable options in neutral and safely gaining some extra Spark Bolt for a nuclear deterrent later. Holding down {{clr|B|B}} will extend both the armor and the charge, and the longer Tager charges the larger the chunk of energy will be. The charge is only gained at the very end however, so greedy charges that get punished won't give Tager any extra gauge for his Spark Bolt.<br />
<br />
This is what really should be used against zoners, since Spark Bolt will not only blow through their projectiles, but it'll also grant magnetism and a combo for Tager on hit.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}}<br />
{{BBCT Move Card<br />
|input=41236D<br />
|description=<br />
The mother lode. A lightning fast projectile that magnetizes and wallbounces, Tager's going to need it a lot for just about everything.<br />
<br />
Without a crouching or counterhit, this is the only way Tager is going to get a combo the majority of the time. Spark Bolt comes out very quickly and blows through every other projectile it comes across, making it an excellent counter-zoning option with huge rewards to the point where even the worst zoning will likely have to stop and respect it the moment it is stocked. This is Tager's best move on paper, but the downside is its scarcity.<br />
<br />
Spark Bolt can only be used once Tager's Electric Gauge is full, starting at zero at the beginning of the each round. Since Tager depends on it so much for everything, it's safe to say he's much stronger with it and much weaker without it, so always keep track of the Electric Gauge and when the threat of this is available. It's undeniably strong once Tager gets a hold of it, but it should be used wisely. In certain match-ups and situations, his 1~2 passive Spark Bolt charges in a round may be his only chance.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCT Move Card<br />
|input=236236B<br />
|description=<br />
A big damage super, pulls the opponent in if they're currently magnetized. An actual reversal, but thus move sadly has guard point so your opponent can rapid cancel any hit that this blocks and be safe.<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCT Move Card<br />
|input=236236B > 236236B<br />
|description=<br />
Followup from Magna Tech Wheel for even bigger damage. BBCT doesn't have minimum damage however, so this might still be a poor option.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}}}}<br />
{{BBCT Move Card<br />
|input=720C<br />
|description=<br />
* Pulls the opponent in if they are magnetized. But sadly only after the superflash.<br />
* Commonly referred to by just the input, "720"<br />
Tager's '''{{clr|C|720C}}''' is ye olde command grab super, anime-style: a fast and high-damage reversal super, that has good range for a grab but thanks to his Drive can be enhanced even further to comedic proportions with Magnetism. In the few close quarters situations that Tager can achieve (or is forced into), this can be a saving grace, especially when paired with Instant Block and Tager's backdash as even basic frametraps can be turned into the opponent losing over half their remaining health when the butter is churned properly.<br />
<br />
...but of course, it's never easy for this guy. The frequency of jump cancellable on-block normals and safety in the air due to air Barrier in CT, especially against Tager who has no good AA game to deter dodging it means that this doesn't get to shine all that often. On the bright side, aside from being a limited punish to blockstrings, 720 is commonly seen on wake-up (and iconically super cancelled into during a tech roll's recovery), or after a whiffed Sledge.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCT|Iron Tager|size=42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCT/Navigation}}<br />
[[Category:BBCT Character]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin&diff=447947GGACR/Potemkin2024-03-02T21:13:07Z<p>JC: /* Giganter */</p>
<hr />
<div>==Overview==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=The grappler of Guilty Gear, named after the great Russian warship, The Potemkin. Pot essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster.<br />
<br />
Potemkin of course works best directly in the opponent's face, but still has some unique tools for dealing with situations outside of grab range. He has large hitboxes, good range, moves with super armor, and a variety of powerful throws at his disposal. He also has a number of anti-zoning tools, like F.D.B (a flick that turns enemy projectiles back at them) and Slide Head (full screen unblockable that sweeps anyone standing on the floor). Pot can then capitalize off these reads by using the mighty Hammer Fall to dash across the screen and begin his close-range brawling. If Pot can get you to sit still long enough, he'll throw in a Potemkin Buster and laugh as 1/3rd of your health is ripped away in a single move. <br />
<br />
Perhaps more than any other character, Pot is capable of punishing on good reads very well. He has the best ground throw range in the game without Pot Buster alone, along with two anti-air grabs, an aerial command throw and the best air throw range in the game to boot. It's important to know that even with all of his anti-zoning tools, Potemkin still traditionally struggles against zoners and those who stay out of his range. As well, his mobility is awful, with no airdash to speak of. <br />
<br />
Though he may have trouble against good zoning and projectiles galore, big damage is Pot's game. He just needs to get close enough to readily instill the fear.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#Potemkin Buster|632146P]] (3F)<br />
|reversal = [[#Giganter|632146H]] (17F)<br />
}}<br />
{{ProsAndCons<br />
|intro = lumbers through neutral to headlock his opponent into a terrifying vortex of death.<br />
|pros=<br />
*'''Potemkin Buster''': The grab that defined every future anime grappler. No move matches its speed, damage, and range. Its sheer existence instills dread in every choice the opponent makes, including defending.<br />
*'''Hammerfall''': Sees obvious use as an armored charging move to challenge pokes, but the real meat comes from its application in Hammerfall Break Pressure—a way to gain frame advantage and correct spacing.<br />
*'''Hits Like A Freight Train''': Normals have ginormous base damage, reach and active time. Potemkin easily deals over 50% from several starters.<br />
*'''Chokeholds His Opponent''': Gets great knockdowns off of everything, turning his opponent's defense into paste in a matter of seconds.<br />
*'''Defensive Buster''': Toolkit lends itself excellently to universal defensive options like Instant Block, Slashback and Backdash. His throws also have great range and reward. Pressuring Potemkin is quite scary!<br />
*'''Built Like A Tank''': Has the highest defense and stun modifier in the game and the second highest guts giving Potemkin the overall highest base health in the game<br />
|cons=<br />
*'''Horrid Mobility''': Cannot dash or airdash, limiting his options to simply walking forward. Hammerfall is not a suitable replacement for either of these, and as such neutral requires strong patience and decision-making.<br />
*'''Runaway Matchups''': Potemkin's awful movement is accentuated when opponents don't need to come to him to be effective. He struggles against foes who gain advantage from running away and laming him out.<br />
*'''Big target''': Potemkin is both very wide and very tall, leaving him susceptible to things like instant overheads, {{keyword|F-Shiki}}s, and character specific combos. Potemkin also cannot duck many things other characters can, such as many {{clr|1|5Ps}} and other moves that whiff on other crouching characters<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Your quickest jab, with a pretty good hitbox, capable of hitting crouching, standing, or even airborne opponents (sometimes). <br />
<br />
Chain into {{clr|2|5K}} on the ground, or {{clr|3|c.S}} if they're in the air. If they block, you can chain as normal, or go right into a Potemkin Buster if they're not expecting it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{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}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 9<br />
}}<br />
Your go to meaty option. Crazy active making it great for catching backdashes.<br />
<br />
Tied with {{clr|2|2K}} for Potemkin's quickest low. Although {{clr|2|2K}} has more range, {{clr|2|5K}} has a higher attack level and will combo into {{clr|3|2S}}, giving it much more explosive damage. Can be alternated with {{clr|2|6K}} for a simple but very effective mixup with meter.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
Perhaps the most standard button Potemkin has.<br />
<br />
{{clr|3|c.S}} is quite a good button on its own. It's quick, the hitbox is large and being jump-cancellable with Level 3 hitstun gives it a lot of use in aerial combos. The issue is nothing more than it being a close proximity button. His other options at close range help Potemkin in far more areas or have layered applications, which vastly outstrip this move's potential. Often just blockstring or combo filler, but it'll do its job without complaints.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 18<br />
}}<br />
The perfect move for stopping IADs and advancing opponents. Hits at an upward angle, so you can throw it out early to stop your opponent from going airborne.<br />
<br />
If you hit an airborne opponent at range, cancel into ({{clr|3|2S}}) Heat Knuckle, or Heavenly Potemkin Buster if you've got tension to spare/it will win the round. On block it's a good idea to HFB, but you can also cancel into Slide Head for gimmicks.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun. <br />
<br />
Works like {{clr|3|f.S}}, but for opponents that'll stay grounded or very low in the air (I-no, Order Sol, Jam to an extent). Cancel into Hammerfall Break for better advantage on block or just to gain ground, or cancel into Slide Head for cheap (but very punishable) mixup.<br />
<br />
CH {{clr|4|5H}} leads to Slidehead or Hammerfall Break into a follow up combo. {{clr|4|5H}} is also the only move besides {{clr|1|6P}}/{{clr|4|2H}} that leads to Giganter super vs airborne opponents. At distances where nothing else is possible, Air CH {{clr|4|5H}} > delay {{clr|4|5H}} works.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 31<br />
|active = 10<br />
|recovery = 6<br />
}}<br />
Standing dust, with a remarkably large hitbox. <br />
While easier to use than {{clr|2|6K}}, the poor startup renders it very reactable. Best used as a surprise tactic after spacing the opponent out where they wouldn't expect to be hit overhead.<br />
<br />
Anti-Air CH can be followed up (situationally) for a combo into Heat Knuckle/HPB.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 19<br />
}}<br />
Potemkin's fantastic anti-air. Sports a great hitbox, lots of upper-body invincibility and lots of active frames. Pray the jump-ins away.<br />
<br />
{{clr|1|6P}} beats a ton of air attacks that other characters might struggle with, and it's so low profile that many attacks will whiff even if Potemkin anti-airs far too late. It's a solid defensive option against many things, such as late IADs, certain long-ranged pokes or improper safejumps. Whiffs on crouchers and has a vertical hitbox, so it nearly entirely lacks offensive use, but it does plenty already.<br />
<br />
Followups are simple and damaging with many branching options. On a normal hit, Potemkin can go for an easy knockdown with Heat Knuckle or better yet jump cancel for an air combo. Options naturally become more freeform with a counterhit. See the [[GGACR/Potemkin/Combos | combo page]] for more specifics.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
An 18 frame, nearly unreactable overhead with short range. Terrifying mixup tool combined with {{clr|2|5K}}.<br />
<br />
Only used in Potemkin's oki for three reasons. One, no buttons gatling into {{clr|2|6K}}. Two, no one would ever just sit there and let Pot stagger into an overhead at close range, as they're too busy screaming bloody murder. Three, if you find someone who ''is'' willing to just sit there, you already know {{MiniMoveCard|input=632146P|label=what to do}}.<br />
<br />
Spacing Potemkin out or safejumping is the preferred way to enforce the aforementioned mixup. While {{clr|2|6K}} has throw invulnerability on startup, it ends 3 frames before the attack hits. For this reason, its usage as a point-blank meaty will lose to reversal throws. Timing the attack late will allow it to shrug through throw attempts, but then it won't catch most characters' jump startup, among other problems.<br />
<br />
Although one of Potemkin's hardest combos due to charging, {{clr|2|6K}} -> Hammerfall combos on crouching and baits bursts automatically. It's only really worth it with meter, but it leads to insane damage. Without meter, cancel to {{clr|5|2D}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 5<br />
|recovery = 30<br />
|frcStart = 20<br />
|frcEnd = 21<br />
}}<br />
Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range. Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter.<br />
<br />
Cancel into Slide Head for an unblockable, or Hammerfall Break to get big frame advantage thanks to the custom hitstun. Characters with 4/5 frame prejump cannot escape Slide Head without IB/Backdash/Reversal.<br />
<br />
Can be FRC'd right before it becomes active. {{clr|1|5P}} > {{clr|4|6H}} FRC Pot buster for shenanigans, or let it rip to catch backdashers.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 8<br />
}}<br />
{{clr|1|2P}} is almost a dead button, nigh worthless due to its terrible speed and shouldn't be used often. Its best use is to poke Eddie's shadow from far away at little risk to yourself. Otherwise any other normal would do you better.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{clr|2|2K}} comes out as fast as {{clr|2|5K}} with better range, but has a lower attack level, higher recovery, and fewer active frames. Not a bad button, but not as widely applicable as {{clr|2|5K}}, and the reward on hit is rather poor.<br />
<br />
On hit ({{clr|3|f.S}} >) {{clr|5|2D}} is usually the most you will get. If the opponent is crouching, you can combo into {{clr|3|2S}} either on crouch hit or from {{clr|3|c.S}} if close enough, but this rarely happens. Keep in mind that getting a knockdown as Potemkin is more than acceptable even if the damage isn't impressive, since you can easily make up for the poor damage from now afterwards.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 16<br />
}}<br />
Everyone's favorite move. Likely Potemkin's best normal in terms of overall usefulness.<br />
<br />
Good range, high attack level, staggers on counter-hit, but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. Can follow up with {{clr|4|2H}} at close range for massive combos, and combined with {{MiniMoveCard|input=[4]6H > P|label=HFB}} it's 0 on block. In neutral it's a sidegrade from {{clr|3|f.S}}, with less active frames but more disjoint and harder to low profile.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 35<br />
|frcStart = 13<br />
|frcEnd = 15<br />
}}<br />
A vicious uppercut that reaches ridiculously high, starts all of Potemkin's nastiest combos. The easiest followup is Heat Knuckle, which will always work on a previously grounded opponent. Using HFB instead is where Potemkin starts his aerial routes, which all do gargantuan damage and lead into knockdowns.<br />
<br />
Counterhit {{clr|4|2H}} is Potemkin's absolute best starter. Your opponent can't tech until they've hit the ground, no matter how high they were when you hit, along with a great starting proration. Even relatively simple combos off of CH {{clr|4|2H}} can do 50% or more. Slashback {{clr|4|2H}} is a frequent way to get these counterhits and annihilate people. The move also carries a 1.25x dizzy modifier, so use this instead of {{clr|4|6H}} if you're aiming to stun.<br />
<br />
It's not recommended as an anti-air over {{clr|1|6P}}, but if you're going to use it then make sure you know it'll connect before committing to it. With no invincibility and slow startup, you'll have to throw it out early, but it can at least catch crossups quite well.<br />
<br />
Has an FRC point when it goes active, but it's mostly situational, used for some anti-burst option selects and some specific/stylish combos.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 5<br />
|recovery = 14<br />
}}<br />
A great low with fantastic range. Use it to end ground combos, tag your opponent on wakeup, or just keep them guessing at range. Special cancellable, so use Hammerfall Break to get that much closer to the opponent after a knockdown or extra safety on block.<br />
<br />
Combos into Heat Knuckle on Faust and May (unless it hits at max range).<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 9<br />
|recovery = 6<br />
}}<br />
Important for gaining some height in Pot's air combos. Low attack level makes it good for tick throws after a jump in.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 8<br />
|recovery = 13<br />
}}<br />
Has a decent hitbox, but you'll mostly just be using this because it's jump cancellable. It also crosses up, giving Potemkin a left/right mixup after Heat Knuckle connects.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
Probably Potemkin's best air move, with a nice, tall hitbox. If you want to jump, this normal will do you many favors. Good for safejumps.<br />
<br />
Functions as Potemkin's knockdown tool in air combos, since it brings the opponent down on hit. On counter hit gives a fully untechable ground bounce giving you plenty of options to follow up.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Good for air-to-air damage or as a crossup attack, but doesn't offer a lot of follow-ups without [[GGACR/Potemkin/Combos|proper routing]]. Can be used to safejump, and can be easier for this purpose than {{clr|3|j.S}}, but has heavier pushback which may not always be ideal.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 1<br />
|specialRecovery = 8<br />
}}<br />
Pot Butt. After a brief pause, Potemkin drops rapidly to the ground. Silly air normal with many uses, but shouldn't be relied upon.<br />
<br />
Catching an air opponent plummets them to the earth with you for a knockdown. Can change the angle of descent by holding left/right, and has lower body invuln.<br />
<br />
While useful for many things; getting to the ground faster, whiffing it for surprise busters, and as an anti-anti-air, {{clr|5|j.D}} is also very gimmicky. Potemkin should rarely ever be in the air, and there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. Don't throw it out willy-nilly.<br />
<br />
Combos after {{clr|3|j.S}} for a knockdown into whatever oki you please. <br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land.<br />
<br />
Has a 4F FRC window after tossing the opponent, allowing for follow-ups like {{clr|3|2S}} > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
A particularly satisfying airthrow with huge range. Slams the opponent down on hit.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
Uses 5D animation, making its horizontal reach notably better than most other Dead Angles. If you need some breathing room, this is a great way to get it. A point blank hit in the corner can net you a {{clr|1|5P}} into a small combo, otherwise gives a knockdown.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Mega Fist</big>===<br />
{{InputBadge|{{clr|1|236P}}\{{clr|1|214P}}}}<br />
{{GGACR Move Card<br />
|input=236P,214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 8<br />
|specialRecovery = 13<br />
|frcStart = 16<br />
|frcEnd = 17<br />
|cancelStart1 = 25<br />
|cancelEnd1 = 26<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 9<br />
|specialRecovery = 6<br />
|frcStart = 25<br />
|frcEnd = 26<br />
|cancelStart1 = 28<br />
|cancelEnd1 = 29<br />
}}<br />
Mega Fist Forward ({{clr|1|236P}}) jumps over a ton of normals while putting out a massive hitbox that's difficult to beat and prone to trading. Scores a knockdown on hit, which is always great for Potemkin. Fantastic as a counterpoke, especially when mixed in with your own pokes and Hammerfall, and can be quite abusable in certain matchups. However in terms of raw data, it's inferior to Reverse in every way. Oddly only Level 2 on block.<br />
<br />
Has some interesting FRCs. The first FRC point is before the hit, turning the move into a weird command jump that can be jump installed for air options. The second FRC point is during the first active frames making it safer if blocked.<br />
----<br />
Mega Fist Backward ({{clr|1|214P}}) is solid as an easy-to-input defensive option, and can be mixed in with other options to make it harder to handle Potemkin's defense. Better as a raw attack than Forward thanks to superior data, it has a high attack level, more active frames, less recovery, and staggers on counter hit for big damage. But don't lie, you got this as a Potemkin Buster misinput and wrote it off as a disengagement option.<br />
<br />
Can be FRC'd on frames 25-26F, and 28-29F. Yes, they're a frame apart. No, I don't know why.<br />
}}<br />
<br />
===<big>Slide Head</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 1<br />
|recovery = 25<br />
|frcStart = 27<br />
|frcEnd = 29<br />
}}<br />
One of Potemkin's more interesting moves, used as an anti-zoning and fullscreen knockdown tool.<br />
<br />
Slide Head has two different attacks during its active frames. If either hit, the opponent gets knocked down and kept them there for an extra 40 frames over normal knockdown length, giving Pot time to advance. The first is Potemkin's actual body itself, a level 5 attack that hits low, but that's likely not what you're using it for. If the first attack misses, the second attack occurs, which sends out an unblockable shockwave, covering about 3/4 of the ground at full zoom-out.<br />
<br />
This shockwave can be avoided by being airborne or if a character lifts their hurtbox off the ground (Dizzy dash, May 5K, etc.). As a fullscreen tool, it can make characters like A.B.A or Justice think twice about using certain tools in neutral, as a well timed Slide Head will put them right into your vicious oki game. Beware, if you use it poorly or your opponent reads you, you can be punished severely.<br />
<br />
Has a secondary use in oki. It has a very similar animation to {{clr|2|6K}}, but as previously stated the first hit is a low while the move will instead become unblockable if spaced and requires a completely different response. This is generally only worth it along with the FRC, but makes blocking all the harder.<br />
}}<br />
<br />
===<big>Hammer Fall</big>===<br />
{{InputBadge|{{clr|4|[4]6H}}}}<br />
{{GGACR Move Card<br />
|input=[4]6H<br />
|description=<br />
<small>Earliest Hammerfall</small>{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 2<br />
|recovery = 27<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
<small>Latest Hammerfall</small>{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|active = 2<br />
|recovery = 27<br />
|frcStart = 36<br />
|frcEnd = 38<br />
}}<br />
Potemkin's second most important move, an armored charging attack that does it all. Requires a 30f charge time.<br />
<br />
Lunges forward with a single hit of armor for a certain distance or until he reaches the opponent, then smashes his fists together. Deals huge damage, and causes a knockdown when it connects on a grounded opponent. The armor and speed of Hammerfall makes it amazing for crushing opponents who try to keep Potemkin away with slower buttons, and as a frametrap or anti-jump during pressure.<br />
<br />
Hammerfall's second yet most important trait is its ability to be cancelled into [[GGACR/Potemkin#Hammer_Fall_Break|Hammerfall Break]] (or Hammerfall Brake, if you will), which can be used to dramatically reduce the recovery of many attacks and/or move Potemkin forward during his pressure. By itself Hammerfall is already fantastic, but with this it sets Potemkin apart from any other grappler.<br />
<br />
Because of its wide use, Hammerfall should be charged by holding back whenever possible, often referred to as [[GGACR/Potemkin/Strategy#Always_Be_Charging|Potemkin's ABCs]]. Note that Potemkin cannot cancel the first frame of Hammerfall, as he must first enter Hammerfall before he is able to cancel it. Additionally, the lack of an input buffer requires {{clr|1|P}} to be input distinctly after {{clr|4|H}}. <br />
<br />
Hammerfall also has an FRC window, which begins 3F after hitstop or 3F of Potemkin's fists connecting on whiff. This FRC is one of the best in the game, as it turns Hammerfall massively plus (+14) and enables explosive combos. It is likely the most important FRC for Potemkin to learn.<br />
}}<br />
<br />
===<big>Hammer Fall Brake</big>===<br />
{{InputBadge|{{clr|4|[4]6H}} > {{clr|1|P}}}}<br />
{{GGACR Move Card<br />
|input=[4]6H > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 15<br />
|frcStart = 3<br />
|frcEnd = 10<br />
}}<br />
Hammer Fall Brake lets Potemkin stop Hammer Fall early without an attack, allowing you to put up a defense, or use a more suitable attack for the given situation. Note that if you hit P too late (within about ten frames of it going active), Brake won't occur, so it's worthwhile to practice at different ranges and get the timing down, especially when using it for going in after Slide Head, or to catch an opponent with a Potemkin Buster.<br />
<br />
Fastest possible Hammer Fall Brake completes in 16F, 1F of Hammer Fall and 15F of Hammer Fall Brake.<br />
{{(!}} class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View HFB Frame Advantage" data-collapsetext="Close HFB Frame Advantage" style="width:100%; max-width: 60ch; text-align: left;"<br />
! colspan="3" style="background-color: var(--color-surface-2);" {{!}} HFB Frame Advantage Cheat Sheet<br />
{{!}}-<br />
! Attack !! On-Block !! On Block + HFB<br />
{{!}}-<br />
{{!}} {{Clr|1|5P}} {{!!}} -1 {{!!}} -7<br />
{{!}}-<br />
{{!}} {{Clr|1|2P}} {{!!}} -2 {{!!}} -7<br />
{{!}}-<br />
{{!}} {{Clr|1|6P}} {{!!}} -9 {{!!}} 0<br />
{{!}}-<br />
{{!}} {{Clr|2|5K}} {{!!}} -4 {{!!}} -3<br />
{{!}}-<br />
{{!}} {{Clr|2|2K}} {{!!}} -6 {{!!}} -5<br />
{{!}}-<br />
{{!}} {{Clr|2|6K}} {{!!}} -4 {{!!}} +2<br />
{{!}}-<br />
{{!}} {{Clr|3|c.S}} {{!!}} 0 {{!!}} -3<br />
{{!}}-<br />
{{!}} {{Clr|3|f.S}} {{!!}} -11 {{!!}} -3 <br />
{{!}}-<br />
{{!}} {{Clr|3|2S}} {{!!}} -2 {{!!}} 0<br />
{{!}}-<br />
{{!}} {{Clr|4|5H}} {{!!}} -4 {{!!}} +2<br />
{{!}}-<br />
{{!}} {{Clr|4|2H}} {{!!}} -21 {{!!}} +2<br />
{{!}}-<br />
{{!}} {{Clr|4|6H}} {{!!}} -11 {{!!}} +7<br />
{{!}}-<br />
{{!}} {{Clr|5|2D}} {{!!}} -5 {{!!}} -3<br />
{{!)}}<br />
}}<br />
<br />
===<big>F.D.B.</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=63214S,63214S Reflect<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Flick Dat Back! A mighty flick with two separate aspects: the attack and the reflect (see below).<br />
<br />
The attack portion sports a huge, disjointed hitbox extended well beyond and above the flick itself and good priority. If it hits a grounded opponent, they'll be staggered, and a counter-hit will catapult the opponent across the screen and cause a wallstick for followups if Potemkin is close enough. On block, they'll be pushed away a good distance, but it's fortunately plus on block. Can be used as a frametrap if Potemkin is spaced out and doesn't want to risk Hammerfall, but sadly gives little reward on an air hit.<br />
----<br />
The second aspect of F.D.B. During frames 4-14 of F.D.B.'s startup, any projectile within Potemkin's hurtbox (the box that determines if Potemkin is hit) will be reflected back as a slow moving, screen filling projectile. After reflecting a projectile, Potemkin is strike invincible until he recovers, although this won't save you from multi-hit projectiles unless they're out of the way by then.<br />
<br />
This projectile will keep going even if it hits other projectiles (most of which will be destroyed), and will travel for a full screen length or until it strikes the opponent. <br />
{{(!}} class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View Flickable Moves" data-collapsetext="Close Flickable Moves" style="width:100%; max-width: 70ch; text-align: left;"<br />
! colspan="2" style="background-color: var(--color-surface-2);" {{!}} Flickable Moves<br />
{{!}}-<br />
! Character<br />
! Flickable Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|A.B.A|label=A.B.A}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=236H|label=Avoidance}}<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=236D[m]|label=FB Avoidance}} (Explosion only.)<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=j.41236S|label=Eradication}}<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=6321463214S|label=Altercation}} (Must input before the super flash.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Anji Mito|label=Anji Mito}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236P|label=Shitsu}}/{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236D|label=FB Shitsu}} (Both forms.)<br />
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236S > P|label=Shin: Isshiki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=632146H|label=Issei Ougi: Sai}} (Must input before the super flash.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Axl Low|label=Axl Low}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=[4]6S|label=Rensen Geki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=j.63214S|label=Kokuu Geki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=[4]6D|label=FB Kyokusa Geki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=2363214H|label=Byakue Renshou}} (Second part only.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Baiken|label=Baiken}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Baiken|input=236K|label=Tatami Gaeshi}}/{{MiniMoveCard|game=GGACR|chara=Baiken|input=236D|label=FB Tatami Gaeshi}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Bridget|label=Bridget}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=Ground Yoyo Recall|label=Yoyo Recall}}<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=214H|label=Jagged Roger}}/{{MiniMoveCard|game=GGACR|chara=Bridget|input=214D|label=FB Jagged Roger}} (Following hits still have to be blocked.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=623H|label=Roger Hug}} (The yoyo will still stick to you.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=421H|label=Roger Get}} (Flicking Roger in the air cancels the ground hit.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=4123641236S|label=Maintenance Disaster}} (Must be timed extremely well before the super flash.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=632146H|label=Me and My Killing Machine}} (Following hits still have to be blocked unless you're on the very edge of it.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Chipp Zanuff|label=Chipp Zanuff}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}}/{{MiniMoveCard|game=GGACR|chara=Chipp Zanuff|input=41236D|label=FB Gamma Blade}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Dizzy|label=Dizzy}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=236K|label=It Started Out as Just Light}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=236H|label=I Use This to Fish}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=214H|label=My Talking Buddies}} (S/H versions, resulting projectile will destroy the fish.)<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=421S|label=I Use This to Get Fruit}}/{{MiniMoveCard|game=GGACR|chara=Dizzy|input=421D|label=FB I Use This to Get Fruit}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=j.214P Pop|label=Please Leave Me Alone}}/{{MiniMoveCard|game=GGACR|chara=Dizzy|input=j.214D Pop|label=FB Please Leave Me Alone}} (Pop only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=632146S|label=Imperial Ray}} (F.D.B. can be input during the super flash if you aren't point blank.)<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=64641236H|label=Gamma Ray}} (F.D.B. can be input during the super flash at any range.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Eddie|label=Eddie}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=22S|label=Invite Hell}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=]D[|label=Overhead Attack}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=]H[ Vice|label=Drill Special Vice}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=22D|label=Drill Special}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=632146H|label=Amorphous}} (F.D.B. can be input at mid-range on reaction, but it hits if you're too close.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Faust|label=Faust}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Faust|input=j.236P|label=Love}}<br />
*{{MiniMoveCard|game=GGACR|chara=Faust|input=236P|label=What Could This Be?}}/{{MiniMoveCard|game=GGACR|chara=Faust|input=236236P|label=W-W-What Could This Be?}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Bomb|label=Bomb}} (Explosion only.)<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Chibi Faust|label=Chibi Faust}}/{{MiniMoveCard|game=GGACR|chara=Faust|input=Chibi Robo-Ky|label=Chibi Robo-Ky}}/{{MiniMoveCard|game=GGACR|chara=Faust|input=Chibi Potemkin|label=Chibi Potemkin}} (Chibi Potemkin can be flicked three times.)<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Coin|label=Coin}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Dumbbell|label=Dumbbell}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Hammer|label=Hammer}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Meteors|label=Meteors}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Wash Pan|label=Wash Pan}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|I-No|label=I-No}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=f.S|label=f.S}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=214P|label=Antidepressant Scale}}/{{MiniMoveCard|game=GGACR|chara=I-No|input=214D|label=FB Antidepressant Scale}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=632146K|label=Horizontal Chemical Love}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=632146S|label=Vertical Chemical Love}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=j.2363214S|label=Ultimate Fortissimo}} (Can be flicked on reaction if I-No is high enough.)<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=632146H|label=Longing Desperation}} (Can be flicked on reaction at a distance.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Jam Kuradoberi|label=Jam Kuradoberi}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=632146H|label=Renhoukyaku}} (Must input before the super flash.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Johnny|label=Johnny}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Johnny|input=214H|label=Glitter is Gold}}<br />
*{{MiniMoveCard|game=GGACR|chara=Johnny|input=236K Lv1|label=Mist Finer}} (All versions and levels. The projectile beats out the additional hits of Lv3.)<br />
*{{MiniMoveCard|game=GGACR|chara=Johnny|input=623S > S|label=Divine Blade}} (Projectile might go the wrong way if Johnny crosses you up.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Justice|label=Justice}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=623K|label=S.B.T.}} (Second hit only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=22[X]|label=N.B.}} (Can flick during travel or upon detonation.)<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=632146S|label=Imperial Ray}}<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=46463214H|label=Gamma Ray}} (You will still have to block the rest regardless.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Kliff Undersn|label=Kliff Undersn}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=236P|label=Bellowing Roar}}/{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=j.236D|label=FB Bellowing Roar}}<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=j.41236S|label=Limb Severer}} (Shockwave only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=236236H|label=Reflex Roar}}<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=Taunt|label=Taunt}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Ky Kiske|label=Ky Kiske}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.D|label=j.D}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236S|label=Stun Edge}}/{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.236S|label=Air Stun Edge}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236D|label=Charged Stun Edge}}/{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.236D|label=Air Charged Stun Edge}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236D > 4D|label=Lightning Sphere}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.214D|label=Stun Raising}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236236P|label=Sacred Edge}} (Reactable if you aren't point blank.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|May|label=May}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=41236]X[|label=Applause for the Victim}}<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=[4]6S > 56D|label=Go, Mr. Dolphin! Horizontal}}/{{MiniMoveCard|game=GGACR|chara=May|input=[2]8S > 58D|label=Go, Mr. Dolphin! Vertical}}<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=63214S > P|label=Deluxe Goshogawara Bomber}} (Orca only.)<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=236236S|label=Great Yamada Attack}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Millia Rage|label=Millia Rage}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236S|label=Tandem Top}}/{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236D|label=FB Pretty Maze}} (H and D versions become active later into their animations.)<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=j.214K|label=Silent Force}}<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=214H > H|label=Secret Garden}}/{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=214D > H|label=FB Secret Garden}}<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236236S|label=Emerald Rain}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Order-Sol|label=Order-Sol}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=6P|label=6P}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=236P Lv1|label=Blockhead Buster}} (All levels. Initial close range hit is not a porejectile. Lv3 still needs to be blocked.)<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=214S Lv1|label=Gun Blaze}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=214[D] > H|label=Charge Burst}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=632146P Lv1|label=Savage Fang}} (All levels. Lv1 and 2 can be done on reaction if you're a character width away. Lv3 requires a close range read.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Potemkin|label=Potemkin}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Potemkin|input=632146H|label=Giganter}}<br />
*{{MiniMoveCard|game=GGACR|chara=Potemkin|input=63214S Reflect|label=F.D.B. Reflect}} (New projectile is made on every reflect.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Robo-Ky|label=Robo-Ky}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=6P (1)|label=6P}} (You'll need to block if they continue to mash.)<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2H|label=2H}}<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=236S Lv1|label=Don't Get Coc-KY!}} (All levels.)<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.236S Lv1|label=Jun-KY Bargain}} (All levels.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Sol Badguy|label=Sol Badguy}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=236P|label=Gun Flame}}/{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=236P DI|label=DI Gun Flame}}<br />
*{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=41236H > 64D|label=FB Tyrant Rave}}<br />
*{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=632146H|label=Tyrant Rave ver. Beta}} (Second hit only.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Testament|label=Testament}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=236K|label=Phantom Soul}}/{{MiniMoveCard|game=GGACR|chara=Testament|input=236D|label=FB Phantom Soul}} (You will still get cursed by FB version.)<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=Crow Middle Tackle|label=Curse Attacks}} (Nosedive and thrown feathers only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=EXE Beast}}<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=632146S|label=Nightmare Circular}} (Reactable at any range.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Venom|label=Venom}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=Hit Ball|label=Hit Ball}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=Lightning Ball|label=Lightning Ball}} (Can only be flicked when in motion.)<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=[4]6S|label=Stinger Aim}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=[4]6D|label=FB Stinger Aim}}<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=[2]8S|label=Carcass Raid}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=[2]8D|label=FB Carcass Raid}}<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=2141236S|label=Dark Angel}} (Still need to block the remaining hits after a successful flick.)<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=j.236236H|label=Red Hail}} (Can be flicked multiple times with proper timing.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Zappa|label=Zappa}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=236K|label=Please Don't Come Back}}<br />
**{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=Banana|label=Banana}} (Must be flicked before landing.)<br />
**{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=Golf Ball|label=Golf Ball}}<br />
**{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=Potted Plant|label=Potted Plant}}<br />
*{{MiniMoveCard|game=GGACR|chara=Zappa|type=raoh|input=236S|label=Darkness Anthem}} (Difficult but possible to flick the unlaunched orb.)<br />
{{!)}}<br />
}}<br />
<br />
===<big>Potemkin Buster</big>===<br />
{{InputBadge|{{clr|1|632146P}}}}<br />
{{GGACR Move Card<br />
|input=632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 37<br />
}}<br />
The grab to end all grabs, that which all of Potemkin's game plan is centered around, and set the groundwork for many future grapplers. Potemkin Buster puts terror in your offense, reinforces your defense, steals games, destroys health bars, and makes people hate your character. Every Buster landed feels like a victory of its own.<br />
<br />
With 3F startup and a 176-pixel range, it's hard ''not'' to catch people with this. In addition to its already great range, many attacks actually bring the character's throwbox forward, making them even easier to catch before their active frames have even started. Has 12F afterwards to follow-up attack, for example with {{clr|3|c.S}} or {{clr|2|5K}} in the corner, for even higher damage and meterbuild.<br />
}}<br />
<br />
===<big>Heat Knuckle</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 1<br />
|recovery = 22<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
An unblockable anti-air grab best used in combos or to stop people jumping away after Hammerfall Brake. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air in neutral is somewhat limited.<br />
<br />
Only hits airborne opponents, and unceremoniously drops them to the ground in front of you for great oki. Alternatively you can cancel it into Heat Extend for big damage, big meterbuild, and a big launch.<br />
<br />
There is an FRC point that is only available on whiff, thus meaning you can use it to make it safer if it misses. This gives a potential {{keyword|Option Select}}: With less than 50 meter, it leads to FRC if the opponent used Burst, allowing a full punish. On hit, it will continue like normal.<br />
<br />
*Fun Fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them).<br />
}}<br />
<br />
===<big>Heat Extend</big>===<br />
{{InputBadge|{{clr|4|623H}} > {{clr|4|63214H}}}}<br />
{{GGACR Move Card<br />
|input=623H > 63214H<br />
|description=<br />
Heat Knuckle followup. Blast their body across the map, and build tons of meter.<br />
<br />
Midscreen, you sacrifice oki for using this, and will need to Hammerfall to regain footing. This doesn't render it useless, as sometimes the damage is just enough to close out the round, or the extra damage and meter are deemed useful enough to you that it's fine having a worse oki situation. In the corner you don't sacrifice as much, but you'll still need to Hammerfall.<br />
<br />
If they Slashbacked your Heat Knuckle, there are three things they can do from here. The first is to simply FD, and survive at the cost of meter. The second is to use air reversals, which are detailed below. The third is to Slashback Heat Extend, which will cause them to fall to the ground slowly. Potemkin is strike invincible for a short period of time, meaning he can be thrown, or the opponent can simply wait and attack. Counterhit during its entire recovery.<br />
{{(!}} class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View Reversal Chart" data-collapsetext="Close Reversal Chart" style="width:100%; max-width: 70ch; text-align: left;"<br />
! colspan="5" style="background-color: var(--color-surface-2)" {{!}} Possible Air Reversals against Heat Extend<br />
{{!}}-<br />
! Character !! Move !! {{tt|Clashes|{{clr|3|'''✓'''}} - clashes, allowing for cancels<br>{{clr|4|'''✗'''}} - does not clash}} !! {{tt|Can Buffer|{{clr|3|'''✓'''}} - does not require timing<br>{{clr|4|'''✗'''}} - requires specific timing}} !! Notes<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Sol}} {{!!}} {{MiniMoveCard|chara=Sol Badguy|input=j.623S|label=Volcanic Viper}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Falls slowly if cancelled.<br />
{{!}}-<br />
{{!}} rowspan="2"{{!}}{{Character Label|GGACR|Ky}} {{!!}} {{MiniMoveCard|chara=Ky Kiske|input=623S|label=Vapor Thrust}} {{!!}} {{clr|4|'''✗'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Always loses.<br />
{{!}}-<br />
{{!}} {{MiniMoveCard|chara=Ky Kiske|input=j.632146H|label=Ride The Lightning}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Drifts down towards Potemkin.<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Chipp}} {{!!}} {{MiniMoveCard|chara=Chipp Zanuff|input=j.623S|label=Beta Blade}} (both) {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Falls slowly if cancelled.<br />
{{!}}-<br />
{{!}} rowspan="2"{{!}}{{Character Label|GGACR|I-No}} {{!!}} {{MiniMoveCard|chara=I-No|input=j.236D|label=FB Sultry}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Requires strange timing. Falls slowly.<br />
{{!}}-<br />
{{!}} {{MiniMoveCard|chara=I-No|input=j.2363214S|label=Ultimate Fortissimo}} {{!!}} {{clr|4|'''✗'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Always loses.<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Order-Sol}} {{!!}} {{MiniMoveCard|chara=Order-Sol|input=j.623H Lv1|label=Storm Viper}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Launches Sol up, bad situation for him.<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Eddie}} {{!!}} {{MiniMoveCard|chara=Eddie|input=j.236236S|label=Executor}} {{!!}} {{clr|4|'''✗'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Punishable with Buster. Just FD/SB instead.<br />
{{!}}-<br />
{{!}} colspan="5" {{!}}Note: ABA, Bridget, Jam, Johnny, Millia, Robo-Ky, Slayer and Zappa all must time it to the explosion.<br />
{{!)}}<br />
<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Judge Gauntlet</big>===<br />
<!--lol the input should just say "lose the game"--><br />
{{InputBadge|{{clr|5|63214D}}}}<br />
{{GGACR Move Card<br />
|input=63214D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 6<br />
|recovery = 28<br />
}}<br />
Pseudo-reversal armored punch. If Potemkin is hit during the startup, he enters a reeling stance and immediately attack 10 frames after hitstop ends, even autocorrecting if he's crossed up.<br />
<br />
Often considered one of the worst Force Breaks in the game. Horrendous startup that isn't frame 1 invincible, a bad hitbox that's easily avoided by jumping, no throw invuln, and other character-specific counters. The reeling stance combined with super armor granting hitstop only serves to telegraph the move and make it easier for opponents to avoid it once it's triggered, although moves with low hitstop won't cause issues.<br />
<br />
As a panic reversal it's a metered gamble with its only upside being its easy input; Potemkin has many other ways to escape pressure that do not carry nearly as many weaknesses as this. Judge Gauntlet's best applications come in beating very specific setups typically involving slow multi-hitting moves or flowcharted pressure that you can't beat with IB Buster yet need to escape from.<br />
<br />
This is not to say it will never succeed or be used effectively, however, most Potemkin players strongly recommend forgoing its use entirely and instead learning to properly use Potemkin's other options, wherein Judge Gauntlet will only exist to make you look like a clown when you mess up {{Tt|TK APB|Tiger Knee Aerial Potemkin Buster<br>Often done by performing a 360 motion starting from 6 (632147896)}}.<br />
<br />
Startup can be cancelled with P, and is mainly used in some pressure escapes and silly shock tactic buster setups. Cancel animation is 14F.<br />
}}<br />
<br />
===<big>Aerial Potemkin Buster</big>===<br />
{{InputBadge|{{clr|5|j.632146D}}}}<br />
{{GGACR Move Card<br />
|input=j.632146D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|specialRecovery = 12<br />
}}<br />
Most fun combo tool in the game, somewhat tricky to use and not actually a grab. Takes all the suck from Judge Gauntlet and turns it into goodness.<br />
<br />
Connects as part of a combo, but you can't cancel into it from air normals. On hit, Potemkin jumps in the opposite direction from the one he was originally traveling and busters the opponent with a slightly different knockdown arc and an FRC for even more damage. You'll mostly use it as a followup to ground attacks like counter-hit {{clr|1|6P}}, a {{clr|4|2H}} followed by Hammerfall Break, or after midair jump cancels. <br />
<br />
In the corner, {{code|lang=text|{{clr|3|c.S}} > APB}} and {{code|lang=text|{{clr|4|2H}} HFB > APB}} loop into themselves, creating the Potemkin Bus Tour which has no stops and only lets you off when you're dead. This lends itself greatly to cashing out on Tension and closing rounds, since {{clr|3|c.S}} connects after a ground Potemkin Buster in the corner.<br />
<br />
Actually hits mid and whiffs on grounded opponents, so it can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Giganter</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|isProjectile = true<br />
|recovery = 25<br />
|cancelStart1 = 16<br />
|cancelEnd1 = 29<br />
}}<br />
Projects a giant wall of energy that slowly moves forward. Godlike super, and one of Potemkin's best uses for meter.<br />
<br />
On hit, Giganter staggers your opponent on the ground and floats them in the air along with a hefty 3x stun modifier to almost instantly put them in the red—especially on counterhit. If that doesn't stun, Potemkin has more than enough time to followup with whatever he wants, which can simply be a Potemkin Buster or a jaw-dropping [[GGACR/Potemkin/Combos#Giganter|stun combo]] if he so pleases.<br />
<br />
Can cancel into [[GGACR/Potemkin#Gigantic Bullet|Gigantic Bullet]] from 16-29F regardless of hit or whiff, which gives Giganter even more interesting applications.<br />
<br />
Also good as a reversal. The projectile always comes out and stays out even if Potemkin gets hit, absorbs projectiles, and is plus on block. It's not infallible, with slow startup, a deadzone between Potemkin and the mirror as well as invincibility running out before the active frames, it's possible for opponents to bait it with quicker moves and then punish with a throw. In other cases, the massive reward on hit will make many opponents think twice about pressure against Potemkin. Fear the mirror.<br />
}}<br />
<br />
===<big>Gigantic Bullet</big>===<br />
{{InputBadge|{{clr|4|632146H}} > {{clr|1|4123641236P}}}}<br />
{{GGACR Move Card<br />
|input=632146H > 4123641236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 51<br />
|active = 24<br />
|recovery = 14<br />
}}<br />
Meterless Giganter followup, trading versatility for colossal damage. Bring the pain.<br />
<br />
Purely a combo tool, and terrifying when optimized. Wallbounces for followups on any hit for even more damage, and oki. Things only get better when you use it after an air hit Giganter, going from a simple {{clr|2|5K}} followup to netting you a {{clr|4|2H}} for even crazier routes. Note that if you're using this in the corner, Gigantic Bullet loses a lot of merit. The aforementioned wallbounce can play against you, so stick to the regular Giganter or APB there. An easy way to use this super is to simply spin your stick/pad during Giganter's superflash, then pressing {{clr|1|P}}.<br />
<br />
If you're too lazy to do <span class="MockCodeBlock">{{clr|2|6K}} > {{clr|4|HF}} > FRC</span>, Gigantic Bullet's got you covered. Confirming into this from {{clr|2|6K}} grants the unreactable overhead massive damage for not much execution, just a simple Tension fee.<br />
}}<br />
<br />
===<big>Heavenly Potemkin Buster</big>===<br />
{{InputBadge|{{clr|3|236236S}}}}<br />
{{GGACR Move Card<br />
|input=236236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 15<br />
|recovery = 10<br />
}}<br />
Big leaping anti-air grab. Despite the cool name and high raw damage, {{tt|HPB|Heavenly Potemkin Buster}} is very mediocre and can end up as a waste of Tension, but hey at least it's not Judge Gauntlet.<br />
<br />
HPB in combos serves as a low execution, burst-safe ender. Everything falls apart if you're willing to put in a little more elbow grease, as <span class="MockCodeBlock">{{clr|4|2H}} > {{clr|1|HFB}} > {{clr|5|APB}}</span> does nearly identical damage while allowing for better followups for less meter cost. Further issues pile on, from its terrible damage scaling, high price and more. Outside of easily closing rounds, you should forget about using this move in combos.<br />
<br />
The other use for HPB is as an anti-air. Invulnerability during startup and upper-body invincibility while the hitbox is active lets it get the job done, but the initial hitbox is lackluster and whiffs at random. As you may have also guessed, launching Potemkin into the air is a massive issue when the move misses, and its unimpressive startup often means a {{clr|1|6P}} probably would've worked just fine for more than acceptable (if not better) reward. Still, you can get some uses out of it for opponents who insist on buzzing over your head, or to flex your crazy reads.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Magnum Opera</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
The hitbox is a huge square around Potemkin. A dizzied opponent in the corner is probably your best chance, but don't bet on it. Much cooler than Infernal Tour.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=160|Character=Potemkin}}<br />
<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[{{#titleparts:{{PAGENAME}}| 1 | 1}}/{{#titleparts:{{PAGENAME}}| 1 | 2 }}/Data]].}}<br />
{{GGACR/Navigation}}<br />
{{Overview/SEO|summary=Guilty Gear +R's Potemkin is the series mainstay grappler, all about bringing the fear and the firepower.}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GGACR/Slayer/Strategy/Dash_Cancels&diff=446980GGACR/Slayer/Strategy/Dash Cancels2024-02-24T08:17:24Z<p>JC: /* BDC Movelist */</p>
<hr />
<div>== Dash cancel input ==<br />
<br />
There are 4 main ways to utilize dash cancels: Dash Cancel jumps, Normal Dash cancels, Immediate Dash cancels, and hybrid dash cancels. <br />
<br />
Dash Cancel jumps are as simple as they sound. You do a dash and then you jump during the dash. This can be used with other air actions, such as a super jump or an instant air dash. Dash cancel jump, and especially Back dash cancel jump, is an incredibly powerful tool Slayer has despite it's simplicity. BDC jump's input is 4549.<br />
<br />
Normal dash cancels, which are the most used, are when you do the dash input, then input the special motion, and end on an upward direction with the attack button that you use for the special. Essentially you are doing a back dash into a TK'd special move. An example of a normal dash cancel would be BDC Mappa Hunch with the input {{clr|1|4542369P}}. Whenever Dash Cancel, BDC, or FDC are mentioned, you can assume it is referring to a normal dash cancel input. <br />
<br />
Immediate Dash cancels only work with certain dash-special combinations where the last direction of the special is the same direction as the dash you want to cancel. This allows you to input the special motion first, then input the dash, and right after jump and press the attack button for the special move. It essentially makes the dash cancel much quicker to perform. An example of an immediate dash cancel is FDC Bite with the input {{clr|4|236569H}}. <br />
<br />
Lastly there are hybrid dash cancels where you input the dash in the middle of the special move input. This type of dash cancel is even more specific, only working with Undertow and Dead on Time. Essentially you do the first part of the motion (63214) into a dash, similar to an immediate dash cancel (6321454) and then end it off on the last motion of the special into an up direction along with the attack button (632145469). So therefore the input for BDC Dead on Time would be {{clr|3|632145469S}}. <br />
<br />
===How do I tell if I executed BDC correctly?===<br />
* During backdash startup, Slayer turns invisible, and you should hear a "pwop" sound.<br />
* If you cancel the backdash early, Slayer will disappear and reappear at almost the same place you started from.<br />
* If you press your attack button for the special move late, for example doing BDC P Mappa (4542369~P), you will most likely get a super jump into an air normal. In the case of BDC P Mappa, you will get forward super jump j.P if your button press is too late.<br />
* If you miss a direction on the input for the special, you will just get a super jump.<br />
* If you are late on your button press and miss a direction you will get a super jump air normal. <br />
* If you mess up the backdash input you won't hear the "pwop" sound.<br />
* If you do everything right but still just get a super jump, you might be pressing jump and attack on the same frame which won't allow you to BDC<br />
<br />
== Dash cancel Data ==<br />
Slayer's Back and Forward dash are both able to transfer invul to Slayer's next action however they do so in different ways. Below are tables describing the specifics of how much invul you get after cancelling a backdash. Keep in mind for dash canceled specials you have to subtract a frame of jump startup, given that when doing dash cancels Slayer always does 1 frame of jump startup before starting the special. This means that specials with their own invul (P/K/D dandy step, DoT, etc) still need at least 1f of invul transfer to have consecutive invul, otherwise there will be a frame where you can be hit. Also understand that the specials with their own invul will overwrite Dash cancel invul. So an immediate cancel P dandy step (214547P) will still only have 3f of invul<br />
<br />
{| class="wikitable"<br />
|+ BDC Invul Transfer Data<br />
|-<br />
! BDC Frame !! Total Invul Transfer <br />
|-<br />
| Frame 1 || *Can't be cancelled<br />
|-<br />
| Frame 2-9 || 7f invul transfer<br />
|-<br />
| Frame 10 || 6f invul transfer <br />
|-<br />
| Frame 11 || 5f invul transfer <br />
|-<br />
| Frame 12 || 4f invul transfer<br />
|-<br />
| Frame 13 || 3f invul transfer<br />
|-<br />
| Frame 14 || 2f invul transfer<br />
|-<br />
| Frame 15 || 1f invul transfer <br />
|-<br />
| Frame 16+ || 0f invul transfer <br />
|}<br />
* Frame 1 is the first frame of the backdash and it is impossible, even with TAS tools, to get a cancel on the first frame<br />
An easy way to remember how BDC invul transfer works is to keep in mind that after frame 9, you get 16 frames of consecutive invul, no matter when you cancel. <br />
<br />
{| class="wikitable"<br />
|+ FDC Invul Transfer Data (Check and confirm data)<br />
|-<br />
! FDC Frame !! Total Invul Transfer <br />
|-<br />
| Frame 1 || *Can't be cancelled<br />
|-<br />
| Frame 2-4 || 0f invul transfer<br />
|-<br />
| Frame 5 || 10f invul transfer <br />
|-<br />
| Frame 6 || 9f invul transfer <br />
|-<br />
| Frame 7 || 8f invul transfer<br />
|-<br />
| Frame 8 || 7f invul transfer<br />
|-<br />
| Frame 9 || 6f invul transfer<br />
|-<br />
| Frame 10 || 5f invul transfer <br />
|-<br />
| Frame 11 || 4f invul transfer <br />
|-<br />
| Frame 12 || 3f invul transfer<br />
|-<br />
| Frame 13 || 2f invul transfer<br />
|-<br />
| Frame 14 || 1f invul transfer<br />
|-<br />
| Frame 15+ || 0f invul transfer <br />
|}<br />
<br />
Forward dash canceling works differently than back dash canceling in that the invul transfer is direct. Essentially, how ever many frames of invul you have left in the forward dash is how much invul you transfer to your next action<br />
<br />
== General Dash Cancel Strategy ==<br />
Dash canceling gives Slayer the greatest access to invul out of the entire cast in +R, and there are different general strategies that one can use with dash cancels to make them more affective in certain situations. <br />
<br />
BDC strategy<br />
<br />
With BDC, you want to weigh a couple options when deciding how to execute your BDC. Do you want more total invul, do you want more invul transfer, do you want a good amount of total invul and transfer, or do you want a quicker options? These questions will help decide how much you delay your BDC, the type of BDC input you use, and what you cancel you BDC into.<br />
<br />
More total invul<br />
If you want more total invul you will want to delay your backdash cancels as much as possible. Using moves like K dandy step that also have invul on startup can make it easier to get even more total concecutive invul with delayed cancels. As long as you get at least 1f of transfer to cover Slayer's jump startup, you can have concecutive invul from the Backdash to the special. You can also choose to go for zero frames of invul transfer but more total invul. Slayer's backdash has invul from frames 1-19, and with BDC transfer you can get 16 frames of concecutive invul at mose. This means you could wait until frame 19 to cancel out of your backdash, giving more total invul in exchange for zero invul transfer. Essentially, you would be using your backdash to make the opponents move whiff, and then punishing with your special rather than trying to go through the opponents move with your invul special<br />
<br />
More invul transfer<br />
If you want more invul transfer you will want to cancel your backdash immediately, or at least as quickly as you can. From frames 2-9 of Slayer's backdash, you get 7 frames of invul transfer which is the most invul transfer Slayer can get from his backdash. This 7 frames of invul can be used to cover non-invul startup of some moves. <br />
<br />
Good amount of total invul and transfer<br />
If you want a good amount of both total invul and transfer you will want to delay your BDC until about frames 9-13 of Slayer's backdash. Frame 9 is the optimal frame for the most total invul and transfer, 7f of transfer and 16f of total invul (the 7f of transfer is part of the total invul). After frame 9 you get progressively less invul transfer, but will always get 16f of total invul. <br />
<br />
Quicker options<br />
If you want a quicker option then you want to delay your BDC as little as possible. Depending on the situation you might delay more or less. P mappa is the quickest and most reliable BDC option. Bite is technically quicker but it heavily range dependent. <br />
<br />
FDC strategy<br />
<br />
There are two main ways to use FDC: movement and invul. <br />
<br />
Movement<br />
If you want more distance/movement then you will generally want to delay your FDC more so that Slayer moves farther forward. Keep in mind the more you delay your FDC, the less invul transfer you get, however you will always get 10f total invul. FDC can be really useful to extend special moves forward with things like FDC Bite and FDC K mappa. <br />
<br />
Invul<br />
If you want invul you should aim to cancel your forward dash at around frame 5. The earlier in the forward dash's invul that you cancel, the more invul transfer that you get. With FDC, you can get up to 10f of invul transfer, which is more than BDC. This is most useful for close range tick throws with an immediate FDC Bite, making Bite invul until it is active.<br />
<br />
== BDC Movelist ==<br />
{{TheoryBox<br />
| Title = BDC Jump<br />
| Oneliner = Easy Invuln<br />
| Difficulty = Easy<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 4549, 4548, 4547<br />
| content =<br />
BDC jump is as simple as it sounds. You backdash cancel straight into a jump. You can do this with any direction of jump, super jump, IAD, rising {{clr|1|j.P}}, or anything else you can do after a jump. BDC jump is the foundation for all of Slayer's other BDC's and is incredibly versatile in its uses<br />
<br />
Different applications:<br />
<br />
* BDC jump is most used on defence where you can dodge and air block to avoid high lows, or just completely avoid an oki mixup altogether. Doing a true reversal BDC jump is very difficult to do consistently though because there is no buffer on wakeup for backdashes. BDC jump can also be used in neutral to dodge through grounded attacks the opponent throws out and approach from the air for a whiff punish or pressure.<br />
* BDC IAD is really strong in pressure where you can go through the opponents attack and either whiff punish or reset them. BDC IAD can also be used in neutral to go through pokes and such, however you may end up crossing up the opponent at certain ranges. <br />
* BDC jump airthrow is a really strong preemptive anti-air, as it gives Slayer invul as he rises up. If the air throw is done quickly enough you could get a fully invuln air throw, and you can even BDC jump airthrow many DPs and aerial reversals. BDC airthrow is also able to beat late airdash okizeme setups if done correctly. <br />
* BDC jump rising {{clr|1|j.P}} is useful on offence where you want to catch your opponent jumping out of pressure. The BDC isn't particularly needed here but it can help sometimes<br />
<br />
BDC Jump is very versatile and has a lot of room for experimentation, so try some stuff out! Just because something might not be listed here doesn't mean it's useless, it might just be a more niche technique. <br />
}}<br />
<br />
{{TheoryBox<br />
| Title = BDC Mappa<br />
| Oneliner = Stealing back minus frames<br />
| Difficulty =<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 4542369 P/K <br />
| content =<br />
BDC Mappa is one of the staples of BDC. Mappa is a quick special to do out of a backdash and it reaches quite far. BDC mappa is usually used to punish the opponent for trying to take their turn when you are minus (usually around -3).<br />
<br />
Applications:<br />
*In neutral, BDC K mappa can be a very strong counter poke due to the invul and long range of K mappa. If the opponent's attack has more active frames, you can delay your cancel for more total invul, but less invul transfer. BDC P mappa doesn't find a whole lot of use in neutral however it can be used to beat run up jab attempts.<br />
*In pressure, BDC K mappa and BDC P mappa are useful harrasment tools. Whenever you are minus you can use BDC mappa to punish the opponents mash. P mappa will leave you farther away and less minus, whereas K mappa will leave you closer and more minus. K mappa can lead to a scramble whereas P mappa leaves you safe but makes it harder to continue pressure.<br />
*On defence, BDC mappa can be used as a reversal on wakeup or a way to punish gaps in pressure. You want to aim to backdash through the attack and whiff punish the opponent with mappa. Usually P mappa is better used on defense because it is quicker.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = BDC P/K Dandy Step<br />
| Oneliner = Invuln for your invuln, backstep for your backstep<br />
| Difficulty =<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 442147 P/K -or- 21447 P/K<br />
| content =<br />
BDC Dandy is useful for repositioning yourself or adding more startup and invul to your dandy step. P and K dandy step do not get any BDC invul transfer, so in order to get more invul you should look to delay your cancel. <br />
<br />
You can do an instant BDC Dandy with 21447, but it isn't very useful given that Dandy doesn't get any BDC invul transfer.<br />
<br />
Adding more invul and repositioning yourself can be the difference between getting punished or not, however, the longer startup can give the opponent time to block. If you are having trouble going through a mash option in pressure or just barely can't dodge a poke, experiment with delaying your cancel or using a different version of dandy step. <br />
<br />
Essentially, if you want a quicker followup, use BDC P dandy and use little delay. If you want more invul you can delay BDC P dandy. If you need more range use BDC K dandy with little delay. If you need a lot of range and a lot of invul, delay BDC K dandy. <br />
}}<br />
<br />
{{TheoryBox<br />
| Title = BDC S/HS Dandy<br />
| Oneliner = Escape option/ unexpected mixup<br />
| Difficulty =<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 214547 S/HS -or- 442147 S/HS<br />
| content =<br />
BDC S/H dandy is not quite as widely useful as P/K dandy. Most of the times you will be using BDC S dandy, as BDC H dandy has a ton of startup. The invul transfer from BDC can cover the non-low-profile startup of S dandy, making it a decent reversal.<br />
<br />
214547 S and 442147 S are mostly interchangeable, however it is easier to get the invul to cover S dandy's startup if you use the instant BDC (214547 S). <br />
<br />
Applications<br />
* BDC S dandy can be used to make S dandy a bit safer to throw out in neutral. <br />
* On defence you can use BDC S dandy to go through high hitbox attacks and end up behind the opponent. If you in the corner, this can be a useful way to escape the corner, because even if you get hit, you will most likely still get out of the corner. <br />
* In pressure this can be used as a tricky crossup that goes through some mash buttons, but in general can be risky due to Slayer's wide lower hurtbox during S dandy. <br />
}}<br />
<br />
{{TheoryBox<br />
| Title = BDC FB Dandy<br />
| Oneliner = Super invul - Juiced Dandy step<br />
| Difficulty =<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 442147 D<br />
| content =<br />
BDC FB Dandy is essentially a version of a normal dandy step with a ton of invul. The backdash is invul and sends you backwards, and FB dandy is also invul and sends you forwards. You still cannot transfer any BDC invul to FB dandy (although its not like it would matter), however, you will need at least 1 frame of invul transfer for concecutive invul to go through projectiles like Gunflame.<br />
<br />
BDC FB Dandy is what to use when you really want a lot of invul. It can be used to go through projectile oki or really active moves. The more you delay the cancel, the more concecutive invul you get (up to 28F of concecutive invul!). It also tends to beat anti-Dandy or anti-BDC options due to it's long invul and forward movement. <br />
}}<br />
<br />
{{TheoryBox<br />
| Title = BDC Bite<br />
| Oneliner = Sort of invul command grab<br />
| Difficulty =<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 4542369H<br />
| content =<br />
BDC Bite is best used on wakeup to beat a meaty attempt from the opponent or when Slayer is very close range on oki or in pressure. <br />
<br />
Applications:<br />
* In defence, BDC Bite can be used as a psuedo reversal. Backdash canceling Bite will always leave Slayer vulnerable for at least 2 frame so it isn't a true reversal. Despite this, BDC Bite can still be used quite effectively given that 7f of invul is ussually enough to make the opponent's meaty whiff. <br />
* When using BDC Bite in pressure you have to be very quick with the dash cancel so that you don't accidentally move yourself outside of bite range with the backdash. Using BDC Bite in pressure can be really tricky, but with proper use it can be a scary option<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = BDC Undertow<br />
| Oneliner = Invul for armor<br />
| Difficulty =<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 632145469P<br />
| content =<br />
BDC Undertow is probably the simplest BDC in terms of use cases. BDC Undertow is only used to cover the non-armored startup with the BDC invul. BDC undertow is essentially just a slightly enhanced version of undertow. <br />
<br />
Applications:<br />
* It can be used as a reversal, but due to its long startup and only one hit of armor, the opponent may just cancel into another move, blowing up the Undertow. <br />
* Throwing out BDC Undertow in neutral is essentially the same as throwing out normal Undertow in neutral, just safer to use. <br />
* BDC Undertow can be a tricky/unexpected option in pressure but it isn't that great in most cases.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = BDC Dead on Time<br />
| Oneliner = Reversal big punch<br />
| Difficulty =<br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = 632145469S<br />
| content =<br />
BDC Dead on Time (DoT) is a strong reversal that can blow through many things the opponent will want to throw at Slayer. The BDC is really only used to cover the non-invul startup of DoT. <br />
<br />
Applications:<br />
* It is a true reversal and can lead to a lot of damage if you get a counterhit. Using BDC DoT through pressure strings can make the opponent second guess their offence. <br />
* In neutral, BDC DoT can be used to whiff punish some projectiles from far range. The BDC isn't particularly needed for this, but the BDC just makes safer to throw out and makes it so that DoT has a lower chance of getting stuffed on startup. <br />
}}<br />
<br />
Some BDC options aren't mentioned here and that is either because their use cases are too niche, or there are better options available.<br />
<br />
== FDC Movelist ==<br />
FDC is a generally under-used and under-explored aspect of Slayer's gameplay. While BDC is generally used more on defence and in minus frame situations, FDC is used more in pressure and in plus frame situations. Using the plus frames of a previous move can cover the non-invul startup of Slayer's forward dash. <br />
<br />
Why use FDC over BDC?<br />
First of all, FDC sends Slayer forward, BDC sends Slayer backwards. This means FDC is better for tension and also better for pressure resets. When delayed, the forward movement can add a lot of range to Slayer's options in neutral and defence. FDC Bite and FDC K mappa are really strong options that Slayer has access to.<br />
Second of all, you can actually get more invul transfer from FDC than from BDC. FDC can give you up to 10 frames of invul transfer whereas BDC can only give up to 7 frames of invul. Using FDC properly to get more invul can be tricky though, as it requires semi-precise timing and quick motions. <br />
Lastly, FDC can cross the opponent up, allowing for a lot of tricky mixups. <br />
<br />
FDC jump<br />
FDC Mappa<br />
FDC P/K dandy<br />
FDC S/H dandy<br />
FDC FB dandy<br />
FDC Bite<br />
FDC Undertow<br />
FDC DoT<br />
<br />
== Old explanation ==<br />
=== <big>What is BDC?</big> ===<br />
<br />
'''BDC''', or '''Backdash Cancel''', is a technique that allows Slayer to add some invulnerability to his jump or special/super moves by cancelling out of his backdash.<br />
<br />
Other characters must recover from their backdash before they can act again, but Slayer has the unique ability to jump cancel his backdash. Additionally, when Slayer jump cancels his backdash, some of the backdash invulnerability is transferred to his jump or special/super move. His backdash is 1-19 frames full invulnerability and you can cancel it with a jump at any time.<br />
<br />
Common uses of BDC are to escape pressure with BDC jump or to attempt a reversal with BDC Mappa or BDC Bite. Because the BDC input is so complex, BDC can be difficult to use, but it has the unmatched potential to escape from standard okizeme or pressure.<br />
<br />
''Disclaimer'': BDC is strong, but sometimes BDC is not the answer. Don't forget to use normals and blocking sometimes.<br />
<br />
<br><br />
=== <big>How do I input BDC?</big> ===<br />
<br />
There are 3 parts to the BDC input:<br><br />
<br />
# Backdash<br />
# Jump cancel<br />
# Optional: cancel jump startup into a special/super move<br />
<br />
<br>'''Backdash input'''<br><br />
<br />
In Guilty Gear, the only valid backdash input is 454. It seems that 464 also works, but other inputs are not allowed (for example: 414, 424, 4254). If your BDCs are not coming out, it's very possible that you're simply missing the backdash input.<br />
<br />
<br>'''Jump cancel input'''<br><br />
<br />
After executing the backdash, simply jump with 7, 8, or 9 to cancel the backdash. A sample BDC input is 4547 (aka BDC jump).<br />
<br />
<br>'''Canceling jump startup'''<br><br />
After the jump cancel, you can cancel the jump startup into a special or super move.<br />
<br />
<br>'''BDC special inputs'''<br><br />
Follow this method:<br><br />
# Backdash<br />
# Input the motion for the special<br />
# Jump and input the button for the special<br />
<br />
<br>With this method, the input for BDC Mappa is 4542369P/K.<br />
<br />
There is another BDC shortcut possible with special moves that end in 4 or 46 (Dandy Step and Dead on Time). You can input 21454 to get a backdash. Thus, you can input BDC Dandy as both 4542147 or 214547. This shortcut shortens the BDC Dandy input by 1 directional, which makes the input 1 frame faster!<br />
<br />
<br>'''Difficulty'''<br><br />
Slayer's jump startup is 4 frames, so you have 3 or 4 frames (not sure) to cancel jump into a special/super. <br />
<br />
If each directional input is 1 frame, then a 236 motion for Mappa needs at least 3 frames to execute. In other words, it is hard to input the special move after inputting the jump (try 4547236P for a challenge).<br />
<br />
<br>'''How do I tell if I executed BDC correctly?'''<br><br />
* During backdash startup, Slayer turns invisible, and you should hear a "pwop" sound.<br />
* If you cancel the backdash early, Slayer will disappear and reappear at almost the same place you started from.<br />
* If you press your attack button for the special move late, for example doing bdc P mappa (454236P), you will most likely get a super jump into an air normal. In the case of BDC P Mappa, you will get forward super jump j.P if your button press is too late.<br />
* If you miss a direction on the input for the special, you will just get a super jump.<br />
* If you are late on your button press and miss a direction you will get a super jump air normal. <br />
* If you mess up the backdash input you won't hear the "pwop" sound. <br />
<br />
<br><br />
=== <big>How invulnerable is BDC?</big> ===<br />
* BDC transfers up to 7 frames of full invulnerability to your next action, transferring 7 frames of invulnerability if canceled on the first 8 frames after the backdash.<br />
* When you cancel your backdash into a special or super, you are only able to get a maximum 6 frames of invulnerability.<br />
* Before you cancel the backdash, you still have the normal backdash invulnerability. Thus, BDC actually gives you far more than 7 frames of invulnerability, and delaying your back dash cancel can give you even more invulnerability than a quick BDC.<br />
* In GG, 7 frames of invulnerability is a lot, but some moves are too active for BDC to avoid. Don't be surprised if your BDC is defeated!<br />
<br />
<br><br />
<br />
=== <big>BDC Movelist</big> ===<br />
==== <big>BDC Jump</big> ==== <br />
''Recommended inputs'': <br />
* 4547 or 4549 + 1/4/7FD (BDC jump then air FD)<br />
* 4547656214K (BDC jump into airdash Footloose)<br />
* 45417 (BDC superjump)<br />
* 454956 (BDC Instant Air Dash)<br />
* 4549P (BDC Forward jump j.P)<br />
<br />
<br>'''Basics''': <br />
<br>BDC jump is the best BDC move since it is so safe. Specials can be counterhit and have long startup/recovery, so BDC jumping is much safer than any other BDC special.<br />
<br />
Use BDC jump to escape oki and pressure (most of the time anyway...). You can even combine BDC jump with an airdash to start your own pressure. BDC jump can also be useful in neutral in order to move around and dodge attacks, using j.P or FD after a BDC jump is recommended as it will shrink your air hurtbox considerably with low risk attached.<br />
<br />
<br>'''Advanced''': <br />
<br />
* If executed by frame 9 of the backdash, BDC jump still gets 7 frames of invul, which allows you to safely BDC jump then air block. That also means BDC jump has up to 16 frames of invul from the start of the backdash (454 > 9 frames invul > jump startup > 7 frames invul).<br />
* Please remember that most ground moves cannot be air blocked without FD, so you should try to immediately FD after your BDC jump starts. <br />
* If you get knocked down without meter (for example, round start or after DOT RC), be careful about using BDC jump since you won't be able to FD long enough to safely air block after jumping.<br />
* As an escape, it's common to use BDC jump then airdash Footloose (656214K) to fly past the opponent. You can BDC into superjump (45417) to reach a safe height faster before using airdash Footloose, but this gives the opponent more time to react. Footloose is punishable if all 3 hits are blocked in the air, and most antiairs will low profile it consistently.<br />
<br />
<br><br />
==== <big>BDC Mappa</big> ==== <br />
''Recommended input'': 4542369P or K<br />
<br />
<br>'''Basics''': <br />
<br>BDC Mappa is similar to Dandy Step, where you use the BDC invul to dodge an attack then punish the recovery. Compared to Dandy Step, BDC Mappa is slightly safer but generally less rewarding.<br />
<br />
Use BDC Mappa to call out defensive mashes like 2P or 2K. You can use either P Mappa or K Mappa, but do note that P Mappa is 3 frames faster and is better on block/IB compared to K Mappa.<br />
<br />
<br>'''Advanced''': <br />
* BDC Mappa is very useful in situations where you are around -3 since the opponents fastest normals won't be able to hit you if you BDC on a -3 move, given the fastest normals in the game are 3 frames startup.<br />
* It is possible to BDC K Mappa through some pokes or fireballs (Ky fS or Stun Edge). BDC K Mappa can even punish some moves that 6P wouldn't work against, such as low pokes like a 2S/2D. In some cases, P or K Dandy Step is the better option, which you will have to learn through experience.<br />
* BDC Mappa Feint isn't super useful but can be used to catch people off guard trying to IB Mappa.<br />
* Mappa Hunch has a lot of Guard Bar +, so even if they block the Mappa your next hit will do significantly more damage.<br />
* If you counter hit with Mappa Hunch you can combo straight into BBU, 2D, or 2K if you are close enough. This makes BDC Mappa a very real threat.<br />
<br />
<br><br />
==== <big>BDC Dandy Step</big> ==== <br />
''Recommended inputs'':<br />
* 4542147P or K<br />
* 4542147S or HS <br />
* 214547S or HS <br />
* 442147D<br />
* 214547D<br />
<br />
<br>'''Basics''': <br />
<br>BDC Dandy Step combines the natural invul of Dandy Step with even more invul from BDC. In cases where a normal Dandy Step would run into a poke, sometimes BDC Dandy Step will keep you just out of range to dodge it.<br />
<br />
With that said, P/K/D dandies won't transfer any invul from bdc so the only added invul is the one you get beforehand.<br />
<br />
Use BDC Dandy Step to adjust the spacing of Dandy Step more precisely. You can also use BDC K Dandy > FRC to dodge almost anything.<br />
<br />
<br>'''Advanced''': <br />
* Pilebunker works well with BDC Dandy since it has high range and speed. For example, you can whiff punish a back throw (that is, 4H) from a cornered opponent with BDC P Dandy > Pilebunker. FB Pilebunker works even better because it is only -3 on block and can lead to strong conversions on normal hit if spaced away from the corner or with counterhit.<br />
* With BDC Dandy you can space Under Pressure to be safer on block<br />
* You can delay your cancel into Dandy to space yourself further out, but keep in mind this also delays the startup of your Dandy Step followups.<br />
* BDC S and HS dandy is a lot less useful in general than BDC P or K dandy, however, immediate BDC S Dandy (214547S) will cover the startup before upper body invincibility with the BDC invul, allowing immediate BDC S Dandy to be grand viper like reversal.<br />
* BDC FB Dandy is like a hyper dandy step with tons of invul. Changing the timing of your backdash cancel can allow you to adjust your positioning of FB dandy to allow different punishes.<br />
* Immediate BDC FB Dandy (214547D) makes FB Dandy throw invincible on startup. As a reversal it actually isn't very useful to immediate BDC FB dandy given you already get throw invul from wakeup, and reversal specials are easier to execute than reversal backdash.<br />
<br />
<br><br />
<br />
<br><br />
<br />
==== <big>BDC Bite</big> ==== <br />
''Recommended input'': 4542369H<br />
<br />
<br>'''Basics''': <br />
<br>BDC Bite isn't quite a true reversal even if executed correctly, since it has a 7 frame startup and BDC will only transfer up to 6 frames of invul on a special move. Even so, this still gives Slayer a decent reversal option against close range blockstrings and safe jumps. You can also use BDC Bite in your pressure to beat defensive mashes at close range, but it has to be executed very quickly otherwise the backdash will push you out of range.<br />
<br />
Use BDC Bite to call out the opponent's offense or defense similarly to BDC Mappa. Be careful about opponents jumping to avoid Bite. Be careful though, as Bite has counter hit recovery<br />
<br />
<br>'''Advanced''': <br />
* Bite can reach after K mappa Under Pressure, or other close range options, but you have to be very fast with the input otherwise the backdash will push you out of range. <br />
* Generally in pressure it's better to not BDC Bite because it can push you out of range, and with the normal input you are able to micro-walk into bite (23[6]HS) to move into range.<br />
* K Mappa feint into BDC Bite is pretty useful because K Mappa feint will put you at very close range so even if you move backwards a bit from the backdash you will still grab them on the ground.<br />
* BDC Bite can be used on oki to punish wakeup throw or mash in some cases. Again, you have to be quick with the input otherwise you will move out of range<br />
* It's hard for opponents to react to BDC Bite interrupting their pressure, so it's less likely for someone to mash out of BDC Bite stagger there. If you want to use any Bite gimmicks, try them after you BDC Bite out of pressure.<br />
* BDC Bite can be used against people running at you to punish Dandy step or BDC Mappa but if the opponent uses a move with good active frames you will most likely lose.<br />
* BDC Bite isn't a true reversal and can lose to meaties with long active frames given that throw doesn't beat strike on the same frame.<br />
<br />
<br><br />
==== <big>BDC DOT (Dead On Time)</big> ==== <br />
''Recommended input'': 632145469S<br />
<br />
<br>'''Basics''': <br />
<br>BDC DOT is a true reversal since it has a 7 + 1 frame startup and even has strike invul on frames 7-9. Because DOT reaches so far, BDC DOT will whiff punish just about anything.<br />
<br />
Use BDC DOT to send a message.<br />
<br />
<br>'''Advanced''': <br />
* Because of the BDC input, BDC DOT actually has around 9-10 frames of startup. Slayer's main reversal super, Eternal Wings, has 9 frames of startup and is fairly easy to safejump. <br />
* DOT won't get knockdown but you can FRC it to combo in most situations. Counter hit DOT has an insane amount of wall stick untech so you can usually combo off of it, sometimes height and spacing is odd though, making followups tricky.<br />
<br />
<br><br />
<br />
<br><br />
==== <big>BDC Undertow</big> ==== <br />
''Recommended input'': 632145469P<br />
<br />
<br>'''Basics''': <br />
<br>BDC Undertow is another 'sort of' reversal similar to bdc bite or bdc S Dandy, in Undertows case it's a 1-hit armor reversal.<br />
<br />
BDCing Undertow is only useful to cover the non-armored startup with full invulnerability.<br />
<br />
<br>'''Advanced''': <br />
* 1 hit of armor isn't great but it can be used to catch people off guard, especially if they are using a move with a lot of active frames to beat other BDC options.<br />
* The single hit of armor can be punished pretty easily by most characters so only use it as a reversal if you have a strong read.<br />
* If undertow hits, you get a pretty good combo with good corner carry, but it has 50% initial prorate making the damage pretty lackluster.<br />
* BDC undertow is mostly used for consistency so you don't get counterhit or thrown out of your startup, keep in mind it will give it a little bit more startup though.<br />
* Useful when people expect BDC Mappa or Dandy, it's also low minus meaning you can BDC after it as well<br />
<br />
<br><br />
<br />
==== <big>Other BDC specials</big> ====<br />
The specials/supers that were not been covered above are:<br />
<br />
* Big Bang Upper - This move is impossible to BDC, you can't cancel jump startup with it so it is impossible to BDC.<br />
* Eternal Wings - Already has a lot of invul. You could use BDC Eternal Wings to make it throw invul but the super flash will get rid of that anyway. Generally not very useful and an annoying input<br />
* Up and Close Dandy (Chokkagata Dandy) - You can use it as a true reversal with an annoying input (21421447S) but it doesn't really do anything different from other options that makes it worth it to BDC.<br />
<br />
Useless but silly techniques:<br />
<br />
* You can BDC taunt and it will transfer invul to your taunt. Sadly, Slayer's Taunt is too long to really use it.<br />
* You can BDC Gold Burst if you want a silly reversal<br />
<br />
<br><br />
<br />
=== <big>What counters BDC? How do I beat BDC counters? (WIP)</big> ===<br />
<br />
Very few moves can hard counter BDC. The main counter to BDC is instead related to the complexity of BDC inputs and the slower startups of BDC specials. <br />
<br />
Some common checks to BDC are:<br />
<br />
# Moves with good range and long active frames (Kliff 2D)<br />
# Gapless blockstrings with lows (2K > 2D, some characters have 2K > 2S > 2D or 2K > 2K...)<br />
# Staggered blockstrings (2P > delay 2P, tick throws)<br />
# Meaty lows on oki with high active frames (May 2D) or low recovery (Mllia 2K)<br />
# Projectile oki that can hit jumps (Sol's Gunflame, Ky's Charged Stun Edge)</div>JChttps://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin/Starter&diff=446636GGACR/Potemkin/Starter2024-02-21T23:48:23Z<p>JC: /* How To Get In */</p>
<hr />
<div>{{GGACR/CharacterLinks}}<br />
==Always Be Charging==<br />
{{card<br />
|header=Always Be Charging (ABCs)<br />
|content=<br />
<big>'''THE MOST IMPORTANT PART OF PLAYING POTEMKIN'''</big><br />
<br />
[[File:GGAC_Potemkin_46H.png|220px|thumb|right|You always want Hammerfall ready. Keep it charged!]]<br />
Potemkin's ABCs, Always Be Charging. This means to be holding back whenever possible to charge {{MMC|input=[4]6H|label=Hammerfall}}.<br>Because Hammerfall requires a 30f charge input, holding back ensures Hammerfall is always available to Potemkin, and adds the threat to Potemkin's game. <br />
* During any animation where movement inputs are not required, try to remember to hold back.<br />
* Hold back when performing any normals as quickly as possible to build up charge. For example, perform {{MMC|input=5P|label={{clr|1|5P}}}} as {{clr|1|4P}}, {{MMC|input=2K|label={{clr|2|2K}}}} as {{clr|2|1K}}.<br />
With Hammerfall always available, Potemkin is able to chase opponents after knockdowns, frametrap, reset pressure, tick throw, and more.<br />
<br />
This is pivotal to playing Potemkin. ''Without this, Potemkin is significantly weaker!'' It is highly recommended you get used to this as quickly as possible.<br />
<gallery heights=210 widths=373><br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging1.webm|During a blockstring<br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging2.webm|After a poke<br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging3.webm|Once you get more comfortable, try holding back even during Hammerfall! This will let you chase after Slide Head or Heat Extend more adequately.<br />
</gallery><br />
}}<br />
<br />
==How To Get In==<br />
{{card<br />
|header=How To Get In<br />
|content=<big>'''Keep your feet on the ground'''</big><br />
[[File:GGACR Potemkin Starter Walk.gif|thumb|right|As simple as it gets.]]<br />
The best way to get in as Potemkin is to simply walk forward.<br />
* This builds a lot of meter, slowly closes the distance, and will force your opponent to make a move<br />
* Lets you react easily to what the opponent is doing instead of overcomplicating things<br />
* Try not to jump when it's unnecessary. Potemkin loses a lot of important tools in the air<br />
* Impatience will be your doom. Don't spam Hammerfall or Slide Head, especially against zoners. Just walk.<br />
{{clear}}<br />
|header2=Important Normals<br />
|content2=<br />
*{{MMC|input=f.S|label={{clr|3|f.S}}}} — Covers the air and the ground, but leaves a small blind spot where some opponents/attacks can run under. Unsafe on block, so cancel into {{clr|4|5H}} or Hammerfall (Brake).<br />
*{{MMC|input=2S|label={{clr|3|2S}}}} — Covers the ground much better than {{clr|3|f.S}}, but doesn't cover the air as well. Vacuums on block, making pressure easy from here.<br />
*{{MMC|input=5H|label={{clr|4|5H}}}} — Massive range poke, faster than you think. Cancel into {{clr|5|2D}} on a close hit, Hammerfall (Brake) on a far hit, and Slide Head on a far counter hit.<br />
*{{MMC|input=2D|label={{clr|5|2D}}}} — Solid low poke, but gets a knockdown and can be chained into from nearly all of Potemkin's buttons, making it your easy game starter. Cancel into Hammerfall (Brake).<br />
*{{MMC|input=6P|label={{clr|1|6P}}}} — Fantastic anti-air. Leads to easy followups, or just a knockdown on counter-hit. Simplest confirm option is {{MMC|input=623H|label={{clr|4|623H}}}}.<br />
If you happen to find yourself in the air, you actually have many good normals to pick from, but there are two normals in particular that will come in handy.<br />
*{{MMC|input=j.S|label={{clr|3|j.S}}}} — Highly active button that knocks down on an air hit, and groundbounces on a counter hit for very easy and massively damaging combos.<br />
*{{MMC|input=j.D|label={{clr|5|j.D}}}} — Anti-anti-air, stuffs people trying to swat you out of the sky, and also grants a knockdown. Can be a bit of a gimmick however.<br />
|header3=Important Specials<br />
|content3=<br />
Try to walk and poke more than you use your specials, but they can still come in handy.<br />
*{{MMC|input=63214S|label=F.D.B. ({{clr|3|63214S}}}}) — Reflects projectiles back, has a massive hitbox, quite safe to use as a read and/or reaction.<br />
*{{MMC|input=236S|label=Slide Head ({{clr|3|236S}}}}) — Unblockable fullscreen shockwave. Makes your opponent jump, or get knocked down. Very punishable, so don't use it often, and don't use it against {{CLabel|GGACR|Dizzy}}.<br />
*{{MMC|input=[4]6H|label=Hammerfall ({{clr|4|[4]6H}}}}) — Armored charging attack to blow through any counterpokes, score a knockdown, and start busting. Punishable and baitable. Hammerfall Brake is also useful, but is still baitable and punishable.<br />
**Hammerfall has an FRC point that's highly valued in pressure and combos. ''This should be the first FRC you learn!''<br />
*{{MMC|input=236P|label=Mega Fist ({{clr|1|236P}}/{{clr|1|214P}}}}) — Jumps over a lot of moves, forward knocks down on hit while backward staggers on counterhit. If you can't use Hammerfall, you should use this.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter HF FRC.webm|Hammerfall FRC makes the move plus and gives a mean combo on hit. Incredibly useful!<br />
</gallery><br />
}}<br />
<br />
==How To Grapple==<br />
{{card<br />
|header=How To Grapple<br />
|content=<big>'''Get the knockdown with {{clr|5|2D}} or {{clr|4|623H}}</big><br />
<br />
Although already mentioned, {{MMC|input=2D|label={{clr|5|2D}}}} is perhaps Potemkin's most important normal, as it scores a knockdown on hit and can be used from nearly all of Potemkin's normals.<br />
* Has huge range and quick startup<br />
* Special cancellable, so it's possible to use Hammerfall Brake after<br />
** Always confirm into Hammerfall Brake and a (super)jump for a safejump!<br />
Heat Knuckle ({{clr|4|623H}}) is also a valuable combo ender that gives an extremely strong knockdown.<br />
* Drops the opponent right at your feet with a heavy knockdown<br />
* Can go into Heat Extend for better damage, but this sacrifices oki. Best used in the corner<br />
Safejumping is simple. As the opponent is waking up, jump and use an air normal such as {{clr|3|j.S}} to {{keyword|meaty}} them while holding back. You block if they {{keyword|DP}}, and everywhere else you start your pressure.<br>The easiest way is to superjump into {{clr|3|j.S}}. However, ''superjump safejumps are only real after Potemkin Buster or Slide Head.'' Doing it after {{clr|5|2D}} will lose to quicker reversals like {{MMC|chara=Sol Badguy|input=623H|label=Volcanic Viper}}.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter 2K Oki.webm|{{clr|2|2K}}, {{clr|3|f.S}}, {{clr|5|2D}} combo into a safejump. If Order-Sol attempts a reversal, it won't work.<br />
File:GGACR Potemkin Starter 5K Oki.webm|Close range {{clr|2|5K}} confirm into {{clr|4|623H}}<br />
</gallery><br />
|header2=Potemkin Buster & Hammerfall Brake Pressure<br />
|content2=<br />
Now that you're in, time to ruin your opponent's day. This is especially where your ABCs come in handy.<br><br />
{{MMC|input=632146P|label=Potemkin Buster}} is one of the scariest moves in the game, and defines your character. You want to instill the fear of this move to make people panic, and then punish their response.<br />
* Use {{MMC|input=[4]6H > P|label=Hammerfall Brake}} (HFB) in pressure to catch opponents with Buster for massive damage<br />
** {{MMC|input=2S|label={{clr|3|2S}}}} is a highly valued button thanks to only being 0 on block combined with Hammerfall Brake and vacuuming the opponent in, leaving them at the perfect range<br />
** Hammerfall Brake can be a bit tricky to use sometimes due to the buffer and automatic attack. To avoid this, slightly delay {{clr|1|P}} after pressing {{clr|4|H}} instead of pressing both at the same time.<br />
* When opponents inevitably start jumping, you have many options:<br />
** Simply use Hammerfall without braking it. This is your most rewarding starter with meter to spend on a Roman Cancel.<br />
** Using {{clr|4|5H}} as a frametrap<br />
** {{MMC|input=623H|label={{clr|4|623H}}}} after braking. Scores a great knockdown for oki.<br />
** Using {{clr|5|2D}} to catch people low. Cancel into Hammerfall Brake.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter HFB.webm|Using {{clr|3|2S}} and Hammerfall Brake to surprise the opponent<br />
File:GGACR Potemkin Starter HFB Heat.webm|Using Heat Knuckle to punish a jump. Note the huge range<br />
</gallery><br />
|header3=Oki Options<br />
|content3=<br />
You can do almost whatever you want here, but there are some simple tactics that'll take you far.<br />
* {{clr|2|5K}} hits low, easily catches backdashes, and leads to very simple yet damaging combos<br />
** Do <span class="MockCodeBlock">{{clr|2|5K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|623H}}</span> for confirms<br />
** Omit 2H on an air hit, and use {{clr|5|2D}} instead on a max range hit<br />
* {{clr|2|6K}} hits high and is very hard to react to, especially when paired with {{clr|2|5K}}. Cancel into {{clr|5|2D}} and Hammerfall Brake on hit.<br />
* Your other options like Buster and safejumps are almost always available to you as well.<br />
Don't forget your safejumps! People really like to {{keyword|DP}} Potemkin, so learning them early is very valuable. All of your tools work great with safejumps!<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter 6K Oki.webm|Easy mixup with {{clr|2|6K}} into a safejump<br />
</gallery><br />
}}<br />
<br />
==How To Not Die==<br />
{{card<br />
|header=How To Not Die<br />
|content=[[File:GGAC_Basic_Guard.png|right|thumb|250px|Get comfortable.]]<br />
So, you didn't get in, and now you're in pressure. This is an inevitability while playing Potemkin. Time to block.<br />
* When in doubt, downback and try to read or react to the opponent<br />
** Avoid jumping or doing anything rash, as your large stature and slow speed is now a bigger issue than ever. Be patient, as always.<br />
* {{MMC|input=632146P|label=Potemkin Buster}} is your best defensive option<br />
** Its massive range is very handy on defense as well, and it's one of the fastest moves in the game. Faster than all of your normals, in fact<br />
** {{keyword|Instant Block}} opens up many gaps in the opponent's strings to use Buster, and is integral to escaping pressure<br />
** Potemkin's backdash is invincible for almost its entire duration, and moves him back very little. Combine with Buster to call out and punish slow moves.<br />
** The fear of Buster will make opponents jump or run away quite often, especially if they see you Instant Blocking<br />
* F.D.B and Hammerfall are still quite useful here for dealing with characters reliant on single-hit projectiles.<br />
A patient defense is one of the most important virtues for a Potemkin player. A proper read leads to you totally reversing momentum and stealing games, so take your time and don't rush.<br />
}}<br />
<br />
==Garbage Moves That You Need To Stop Using==<br />
{{card<br />
|header=Garbage Moves That You Need To Stop Using<br />
|content=Hyperbolic title aside, these moves should be avoided unless you really know what you're doing. They may seem good to you now, but they have severe holes.<br />
<gallery heights=210 widths=373><br />
File:GGAC Potemkin 63214D.png|Judge Gauntlet ({{clr|5|63214D}})<br />
File:GGAC Potemkin 236236S.png|Heavenly Potemkin Buster ({{clr|3|236236S}})<br />
File:GGAC Potemkin 236P.png|Overusing Mega Fist ({{clr|1|236P}})<br />
</gallery><br />
;Judge Gauntlet ({{clr|5|63214D}})<br />
One of the worst moves in the game. {{clr|4|'''AVOID USING THIS!'''}}<br />
* Awful reversal with heavy startup<br />
* Costs meter<br />
* Very easily avoided and punished, even on a good read<br />
* Establishes bad habits on defense; attempting to "DP" out of pressure instead of using your better options<br />
This carries very little use against the majority of opponents in this game. You should never rely on this.<br />
----<br />
;Heavenly Potemkin Buster ({{clr|3|236236S}})<br />
Spending a lot of Tension for a very gimmicky anti-air. Generally not worth it.<br />
* Initial hitbox is far from great and will miss a lot<br />
* Leaves Potemkin airborne and likely fullscreen away from his opponent on whiff<br />
* Quickly becomes irrelevant in combos due to more optimal routes outdamaging it<br />
* Establishes bad habits in neutral; not using {{clr|1|6P}}, not staying grounded, and relying on gimmicks instead of patience<br />
Can still see mild use, but more often than not these situations were beatable more reliably with Potemkin's other options, and will not cost him Tension in the process.<br />
----<br />
;Overusing Mega Fist ({{clr|1|236P}})<br />
Actually a useful move as previously stated, but is also a common beginner's trap. Shouldn't be treated the same as {{MiniMoveCard|game=GGST|chara=Potemkin|input=236P|label=other entries}}.<br />
* Not a very useful mixup considering its reactable speed, pushback and poor advantage<br />
** That means stop using this as a safejump. Use {{clr|3|j.S}} instead!<br />
* Reactable and heavily punishable<br />
* Gives a knockdown in combos, but times where you want to use this in combos over other options are quite rare<br />
* Establishes bad habits on offense; not using Hammerfall or Hammerfall Brake, getting poor conversions and damage<br />
Over-relying on Mega Fist will become a very big hurdle to overcome in the future. It's both a very good and a very bad move.<br />
}}<br />
{{StarterGuideSEO}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin/Starter&diff=446635GGACR/Potemkin/Starter2024-02-21T23:47:47Z<p>JC: /* How To Grapple */</p>
<hr />
<div>{{GGACR/CharacterLinks}}<br />
==Always Be Charging==<br />
{{card<br />
|header=Always Be Charging (ABCs)<br />
|content=<br />
<big>'''THE MOST IMPORTANT PART OF PLAYING POTEMKIN'''</big><br />
<br />
[[File:GGAC_Potemkin_46H.png|220px|thumb|right|You always want Hammerfall ready. Keep it charged!]]<br />
Potemkin's ABCs, Always Be Charging. This means to be holding back whenever possible to charge {{MMC|input=[4]6H|label=Hammerfall}}.<br>Because Hammerfall requires a 30f charge input, holding back ensures Hammerfall is always available to Potemkin, and adds the threat to Potemkin's game. <br />
* During any animation where movement inputs are not required, try to remember to hold back.<br />
* Hold back when performing any normals as quickly as possible to build up charge. For example, perform {{MMC|input=5P|label={{clr|1|5P}}}} as {{clr|1|4P}}, {{MMC|input=2K|label={{clr|2|2K}}}} as {{clr|2|1K}}.<br />
With Hammerfall always available, Potemkin is able to chase opponents after knockdowns, frametrap, reset pressure, tick throw, and more.<br />
<br />
This is pivotal to playing Potemkin. ''Without this, Potemkin is significantly weaker!'' It is highly recommended you get used to this as quickly as possible.<br />
<gallery heights=210 widths=373><br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging1.webm|During a blockstring<br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging2.webm|After a poke<br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging3.webm|Once you get more comfortable, try holding back even during Hammerfall! This will let you chase after Slide Head or Heat Extend more adequately.<br />
</gallery><br />
}}<br />
<br />
==How To Get In==<br />
{{card<br />
|header=How To Get In<br />
|content=<big>'''Keep your feet on the ground'''</big><br />
[[File:GGACR Potemkin Starter Walk.gif|thumb|right|As simple as it gets.]]<br />
The best way to get in as Potemkin is to simply walk forward.<br />
* This builds a lot of meter, slowly closes the distance, and will force your opponent to make a move<br />
* Lets you react easily to what the opponent is doing instead of overcomplicating things<br />
* Try not to jump when it's unnecessary. Potemkin loses a lot of important tools in the air<br />
* Impatience will be your doom. Don't spam Hammerfall or Slide Head, especially against zoners. Just walk.<br />
{{clear}}<br />
|header2=Important Normals<br />
|content2=<br />
*{{MMC|input=f.S|label={{clr|3|f.S}}}} — Covers the air and the ground, but leaves a small blind spot where some opponents/attacks can run under. Unsafe on block, so cancel into {{clr|4|5H}} or Hammerfall (Brake).<br />
*{{MMC|input=2S|label={{clr|3|2S}}}} — Covers the ground much better than {{clr|3|f.S}}, but doesn't cover the air as well. Vacuums on block, making pressure easy from here.<br />
*{{MMC|input=5H|label={{clr|4|5H}}}} — Massive range poke, faster than you think. Cancel into {{clr|5|2D}} on a close hit, Hammerfall (Brake) on a far hit, and Slide Head on a far counter hit.<br />
*{{MMC|input=2D|label={{clr|5|2D}}}} — Solid low poke, but gets a knockdown and can be chained into from nearly all of Potemkin's buttons, making it your easy game starter. Cancel into Hammerfall (Brake).<br />
*{{MMC|input=6P|label={{clr|1|6P}}}} — Fantastic anti-air. Leads to easy followups, or just a knockdown on counter-hit. Simplest confirm option is {{MMC|input=623H|label={{clr|4|623H}}}}.<br />
If you happen to find yourself in the air, you actually have many good normals to pick from, but there are two normals in particular that will come in handy.<br />
*{{MMC|input=j.S|label={{clr|3|j.S}}}} — Highly active button that knocks down on an air hit, and groundbounces on a counter hit for very easy and massively damaging combos.<br />
*{{MMC|input=j.D|label={{clr|5|j.D}}}} — Anti-anti-air, stuffs people trying to swat you out of the sky, and also grants a knockdown. Can be a bit of a gimmick however.<br />
}}<br />
{{card<br />
|header=Important Specials<br />
|content=<br />
Try to walk and poke more than you use your specials, but they can still come in handy.<br />
*{{MMC|input=63214S|label=F.D.B. ({{clr|3|63214S}}}}) — Reflects projectiles back, has a massive hitbox, quite safe to use as a read and/or reaction.<br />
*{{MMC|input=236S|label=Slide Head ({{clr|3|236S}}}}) — Unblockable fullscreen shockwave. Makes your opponent jump, or get knocked down. Very punishable, so don't use it often, and don't use it against {{CLabel|GGACR|Dizzy}}.<br />
*{{MMC|input=[4]6H|label=Hammerfall ({{clr|4|[4]6H}}}}) — Armored charging attack to blow through any counterpokes, score a knockdown, and start busting. Punishable and baitable. Hammerfall Brake is also useful, but is still baitable and punishable.<br />
**Hammerfall has an FRC point that's highly valued in pressure and combos. ''This should be the first FRC you learn!''<br />
*{{MMC|input=236P|label=Mega Fist ({{clr|1|236P}}/{{clr|1|214P}}}}) — Jumps over a lot of moves, forward knocks down on hit while backward staggers on counterhit. If you can't use Hammerfall, you should use this.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter HF FRC.webm|Hammerfall FRC makes the move plus and gives a mean combo on hit. Incredibly useful!<br />
</gallery><br />
}}<br />
<br />
==How To Grapple==<br />
{{card<br />
|header=How To Grapple<br />
|content=<big>'''Get the knockdown with {{clr|5|2D}} or {{clr|4|623H}}</big><br />
<br />
Although already mentioned, {{MMC|input=2D|label={{clr|5|2D}}}} is perhaps Potemkin's most important normal, as it scores a knockdown on hit and can be used from nearly all of Potemkin's normals.<br />
* Has huge range and quick startup<br />
* Special cancellable, so it's possible to use Hammerfall Brake after<br />
** Always confirm into Hammerfall Brake and a (super)jump for a safejump!<br />
Heat Knuckle ({{clr|4|623H}}) is also a valuable combo ender that gives an extremely strong knockdown.<br />
* Drops the opponent right at your feet with a heavy knockdown<br />
* Can go into Heat Extend for better damage, but this sacrifices oki. Best used in the corner<br />
Safejumping is simple. As the opponent is waking up, jump and use an air normal such as {{clr|3|j.S}} to {{keyword|meaty}} them while holding back. You block if they {{keyword|DP}}, and everywhere else you start your pressure.<br>The easiest way is to superjump into {{clr|3|j.S}}. However, ''superjump safejumps are only real after Potemkin Buster or Slide Head.'' Doing it after {{clr|5|2D}} will lose to quicker reversals like {{MMC|chara=Sol Badguy|input=623H|label=Volcanic Viper}}.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter 2K Oki.webm|{{clr|2|2K}}, {{clr|3|f.S}}, {{clr|5|2D}} combo into a safejump. If Order-Sol attempts a reversal, it won't work.<br />
File:GGACR Potemkin Starter 5K Oki.webm|Close range {{clr|2|5K}} confirm into {{clr|4|623H}}<br />
</gallery><br />
|header2=Potemkin Buster & Hammerfall Brake Pressure<br />
|content2=<br />
Now that you're in, time to ruin your opponent's day. This is especially where your ABCs come in handy.<br><br />
{{MMC|input=632146P|label=Potemkin Buster}} is one of the scariest moves in the game, and defines your character. You want to instill the fear of this move to make people panic, and then punish their response.<br />
* Use {{MMC|input=[4]6H > P|label=Hammerfall Brake}} (HFB) in pressure to catch opponents with Buster for massive damage<br />
** {{MMC|input=2S|label={{clr|3|2S}}}} is a highly valued button thanks to only being 0 on block combined with Hammerfall Brake and vacuuming the opponent in, leaving them at the perfect range<br />
** Hammerfall Brake can be a bit tricky to use sometimes due to the buffer and automatic attack. To avoid this, slightly delay {{clr|1|P}} after pressing {{clr|4|H}} instead of pressing both at the same time.<br />
* When opponents inevitably start jumping, you have many options:<br />
** Simply use Hammerfall without braking it. This is your most rewarding starter with meter to spend on a Roman Cancel.<br />
** Using {{clr|4|5H}} as a frametrap<br />
** {{MMC|input=623H|label={{clr|4|623H}}}} after braking. Scores a great knockdown for oki.<br />
** Using {{clr|5|2D}} to catch people low. Cancel into Hammerfall Brake.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter HFB.webm|Using {{clr|3|2S}} and Hammerfall Brake to surprise the opponent<br />
File:GGACR Potemkin Starter HFB Heat.webm|Using Heat Knuckle to punish a jump. Note the huge range<br />
</gallery><br />
|header3=Oki Options<br />
|content3=<br />
You can do almost whatever you want here, but there are some simple tactics that'll take you far.<br />
* {{clr|2|5K}} hits low, easily catches backdashes, and leads to very simple yet damaging combos<br />
** Do <span class="MockCodeBlock">{{clr|2|5K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|623H}}</span> for confirms<br />
** Omit 2H on an air hit, and use {{clr|5|2D}} instead on a max range hit<br />
* {{clr|2|6K}} hits high and is very hard to react to, especially when paired with {{clr|2|5K}}. Cancel into {{clr|5|2D}} and Hammerfall Brake on hit.<br />
* Your other options like Buster and safejumps are almost always available to you as well.<br />
Don't forget your safejumps! People really like to {{keyword|DP}} Potemkin, so learning them early is very valuable. All of your tools work great with safejumps!<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter 6K Oki.webm|Easy mixup with {{clr|2|6K}} into a safejump<br />
</gallery><br />
}}<br />
<br />
==How To Not Die==<br />
{{card<br />
|header=How To Not Die<br />
|content=[[File:GGAC_Basic_Guard.png|right|thumb|250px|Get comfortable.]]<br />
So, you didn't get in, and now you're in pressure. This is an inevitability while playing Potemkin. Time to block.<br />
* When in doubt, downback and try to read or react to the opponent<br />
** Avoid jumping or doing anything rash, as your large stature and slow speed is now a bigger issue than ever. Be patient, as always.<br />
* {{MMC|input=632146P|label=Potemkin Buster}} is your best defensive option<br />
** Its massive range is very handy on defense as well, and it's one of the fastest moves in the game. Faster than all of your normals, in fact<br />
** {{keyword|Instant Block}} opens up many gaps in the opponent's strings to use Buster, and is integral to escaping pressure<br />
** Potemkin's backdash is invincible for almost its entire duration, and moves him back very little. Combine with Buster to call out and punish slow moves.<br />
** The fear of Buster will make opponents jump or run away quite often, especially if they see you Instant Blocking<br />
* F.D.B and Hammerfall are still quite useful here for dealing with characters reliant on single-hit projectiles.<br />
A patient defense is one of the most important virtues for a Potemkin player. A proper read leads to you totally reversing momentum and stealing games, so take your time and don't rush.<br />
}}<br />
<br />
==Garbage Moves That You Need To Stop Using==<br />
{{card<br />
|header=Garbage Moves That You Need To Stop Using<br />
|content=Hyperbolic title aside, these moves should be avoided unless you really know what you're doing. They may seem good to you now, but they have severe holes.<br />
<gallery heights=210 widths=373><br />
File:GGAC Potemkin 63214D.png|Judge Gauntlet ({{clr|5|63214D}})<br />
File:GGAC Potemkin 236236S.png|Heavenly Potemkin Buster ({{clr|3|236236S}})<br />
File:GGAC Potemkin 236P.png|Overusing Mega Fist ({{clr|1|236P}})<br />
</gallery><br />
;Judge Gauntlet ({{clr|5|63214D}})<br />
One of the worst moves in the game. {{clr|4|'''AVOID USING THIS!'''}}<br />
* Awful reversal with heavy startup<br />
* Costs meter<br />
* Very easily avoided and punished, even on a good read<br />
* Establishes bad habits on defense; attempting to "DP" out of pressure instead of using your better options<br />
This carries very little use against the majority of opponents in this game. You should never rely on this.<br />
----<br />
;Heavenly Potemkin Buster ({{clr|3|236236S}})<br />
Spending a lot of Tension for a very gimmicky anti-air. Generally not worth it.<br />
* Initial hitbox is far from great and will miss a lot<br />
* Leaves Potemkin airborne and likely fullscreen away from his opponent on whiff<br />
* Quickly becomes irrelevant in combos due to more optimal routes outdamaging it<br />
* Establishes bad habits in neutral; not using {{clr|1|6P}}, not staying grounded, and relying on gimmicks instead of patience<br />
Can still see mild use, but more often than not these situations were beatable more reliably with Potemkin's other options, and will not cost him Tension in the process.<br />
----<br />
;Overusing Mega Fist ({{clr|1|236P}})<br />
Actually a useful move as previously stated, but is also a common beginner's trap. Shouldn't be treated the same as {{MiniMoveCard|game=GGST|chara=Potemkin|input=236P|label=other entries}}.<br />
* Not a very useful mixup considering its reactable speed, pushback and poor advantage<br />
** That means stop using this as a safejump. Use {{clr|3|j.S}} instead!<br />
* Reactable and heavily punishable<br />
* Gives a knockdown in combos, but times where you want to use this in combos over other options are quite rare<br />
* Establishes bad habits on offense; not using Hammerfall or Hammerfall Brake, getting poor conversions and damage<br />
Over-relying on Mega Fist will become a very big hurdle to overcome in the future. It's both a very good and a very bad move.<br />
}}<br />
{{StarterGuideSEO}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin/Starter&diff=446634GGACR/Potemkin/Starter2024-02-21T23:47:01Z<p>JC: /* How To Grapple */</p>
<hr />
<div>{{GGACR/CharacterLinks}}<br />
==Always Be Charging==<br />
{{card<br />
|header=Always Be Charging (ABCs)<br />
|content=<br />
<big>'''THE MOST IMPORTANT PART OF PLAYING POTEMKIN'''</big><br />
<br />
[[File:GGAC_Potemkin_46H.png|220px|thumb|right|You always want Hammerfall ready. Keep it charged!]]<br />
Potemkin's ABCs, Always Be Charging. This means to be holding back whenever possible to charge {{MMC|input=[4]6H|label=Hammerfall}}.<br>Because Hammerfall requires a 30f charge input, holding back ensures Hammerfall is always available to Potemkin, and adds the threat to Potemkin's game. <br />
* During any animation where movement inputs are not required, try to remember to hold back.<br />
* Hold back when performing any normals as quickly as possible to build up charge. For example, perform {{MMC|input=5P|label={{clr|1|5P}}}} as {{clr|1|4P}}, {{MMC|input=2K|label={{clr|2|2K}}}} as {{clr|2|1K}}.<br />
With Hammerfall always available, Potemkin is able to chase opponents after knockdowns, frametrap, reset pressure, tick throw, and more.<br />
<br />
This is pivotal to playing Potemkin. ''Without this, Potemkin is significantly weaker!'' It is highly recommended you get used to this as quickly as possible.<br />
<gallery heights=210 widths=373><br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging1.webm|During a blockstring<br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging2.webm|After a poke<br />
File:GGACR_Potemkin_Starter_AlwaysBeCharging3.webm|Once you get more comfortable, try holding back even during Hammerfall! This will let you chase after Slide Head or Heat Extend more adequately.<br />
</gallery><br />
}}<br />
<br />
==How To Get In==<br />
{{card<br />
|header=How To Get In<br />
|content=<big>'''Keep your feet on the ground'''</big><br />
[[File:GGACR Potemkin Starter Walk.gif|thumb|right|As simple as it gets.]]<br />
The best way to get in as Potemkin is to simply walk forward.<br />
* This builds a lot of meter, slowly closes the distance, and will force your opponent to make a move<br />
* Lets you react easily to what the opponent is doing instead of overcomplicating things<br />
* Try not to jump when it's unnecessary. Potemkin loses a lot of important tools in the air<br />
* Impatience will be your doom. Don't spam Hammerfall or Slide Head, especially against zoners. Just walk.<br />
{{clear}}<br />
|header2=Important Normals<br />
|content2=<br />
*{{MMC|input=f.S|label={{clr|3|f.S}}}} — Covers the air and the ground, but leaves a small blind spot where some opponents/attacks can run under. Unsafe on block, so cancel into {{clr|4|5H}} or Hammerfall (Brake).<br />
*{{MMC|input=2S|label={{clr|3|2S}}}} — Covers the ground much better than {{clr|3|f.S}}, but doesn't cover the air as well. Vacuums on block, making pressure easy from here.<br />
*{{MMC|input=5H|label={{clr|4|5H}}}} — Massive range poke, faster than you think. Cancel into {{clr|5|2D}} on a close hit, Hammerfall (Brake) on a far hit, and Slide Head on a far counter hit.<br />
*{{MMC|input=2D|label={{clr|5|2D}}}} — Solid low poke, but gets a knockdown and can be chained into from nearly all of Potemkin's buttons, making it your easy game starter. Cancel into Hammerfall (Brake).<br />
*{{MMC|input=6P|label={{clr|1|6P}}}} — Fantastic anti-air. Leads to easy followups, or just a knockdown on counter-hit. Simplest confirm option is {{MMC|input=623H|label={{clr|4|623H}}}}.<br />
If you happen to find yourself in the air, you actually have many good normals to pick from, but there are two normals in particular that will come in handy.<br />
*{{MMC|input=j.S|label={{clr|3|j.S}}}} — Highly active button that knocks down on an air hit, and groundbounces on a counter hit for very easy and massively damaging combos.<br />
*{{MMC|input=j.D|label={{clr|5|j.D}}}} — Anti-anti-air, stuffs people trying to swat you out of the sky, and also grants a knockdown. Can be a bit of a gimmick however.<br />
}}<br />
{{card<br />
|header=Important Specials<br />
|content=<br />
Try to walk and poke more than you use your specials, but they can still come in handy.<br />
*{{MMC|input=63214S|label=F.D.B. ({{clr|3|63214S}}}}) — Reflects projectiles back, has a massive hitbox, quite safe to use as a read and/or reaction.<br />
*{{MMC|input=236S|label=Slide Head ({{clr|3|236S}}}}) — Unblockable fullscreen shockwave. Makes your opponent jump, or get knocked down. Very punishable, so don't use it often, and don't use it against {{CLabel|GGACR|Dizzy}}.<br />
*{{MMC|input=[4]6H|label=Hammerfall ({{clr|4|[4]6H}}}}) — Armored charging attack to blow through any counterpokes, score a knockdown, and start busting. Punishable and baitable. Hammerfall Brake is also useful, but is still baitable and punishable.<br />
**Hammerfall has an FRC point that's highly valued in pressure and combos. ''This should be the first FRC you learn!''<br />
*{{MMC|input=236P|label=Mega Fist ({{clr|1|236P}}/{{clr|1|214P}}}}) — Jumps over a lot of moves, forward knocks down on hit while backward staggers on counterhit. If you can't use Hammerfall, you should use this.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter HF FRC.webm|Hammerfall FRC makes the move plus and gives a mean combo on hit. Incredibly useful!<br />
</gallery><br />
}}<br />
<br />
==How To Grapple==<br />
{{card<br />
|header=How To Grapple<br />
|content=<big>'''Get the knockdown with {{clr|5|2D}} or {{clr|4|623H}}</big><br />
<br />
Although already mentioned, {{MMC|input=2D|label={{clr|5|2D}}}} is perhaps Potemkin's most important normal, as it scores a knockdown on hit and can be used from nearly all of Potemkin's normals.<br />
* Has huge range and quick startup<br />
* Special cancellable, so it's possible to use Hammerfall Brake after<br />
** Always confirm into Hammerfall Brake and a (super)jump for a safejump!<br />
Heat Knuckle ({{clr|4|623H}}) is also a valuable combo ender that gives an extremely strong knockdown.<br />
* Drops the opponent right at your feet with a heavy knockdown<br />
* Can go into Heat Extend for better damage, but this sacrifices oki. Best used in the corner<br />
Safejumping is simple. As the opponent is waking up, jump and use an air normal such as {{clr|3|j.S}} to {{keyword|meaty}} them while holding back. You block if they {{keyword|DP}}, and everywhere else you start your pressure.<br>The easiest way is to superjump into {{clr|3|j.S}}. However, ''superjump safejumps are only real after Potemkin Buster or Slide Head.'' Doing it after {{clr|5|2D}} will lose to quicker reversals like {{MMC|chara=Sol Badguy|input=623H|label=Volcanic Viper}}.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter 2K Oki.webm|{{clr|2|2K}}, {{clr|3|f.S}}, {{clr|5|2D}} combo into a safejump. If Order-Sol attempts a reversal, it won't work.<br />
File:GGACR Potemkin Starter 5K Oki.webm|Close range {{clr|2|5K}} confirm into {{clr|4|623H}}<br />
</gallery><br />
|header2=Potemkin Buster & Hammerfall Brake Pressure<br />
|content2=<br />
Now that you're in, time to ruin your opponent's day. This is especially where your ABCs come in handy.<br><br />
{{MMC|input=632146P|label=Potemkin Buster}} is one of the scariest moves in the game, and defines your character. You want to instill the fear of this move to make people panic, and then punish their response.<br />
* Use {{MMC|input=[4]6H > P|label=Hammerfall Brake}} (HFB) in pressure to catch opponents with Buster for massive damage<br />
** {{MMC|input=2S|label={{clr|3|2S}}}} is a highly valued button thanks to only being 0 on block combined with Hammerfall Brake and vacuuming the opponent in, leaving them at the perfect range<br />
** Hammerfall Brake can be a bit tricky to use sometimes due to the buffer and automatic attack. To avoid this, slightly delay {{clr|1|P}} after pressing {{clr|4|H}} instead of pressing both at the same time.<br />
* When opponents inevitably start jumping, you have many options:<br />
** Simply use Hammerfall without braking it. This is your most rewarding starter with meter to spend on a Roman Cancel.<br />
** Using {{clr|4|5H}} as a frametrap<br />
** {{MMC|input=623H|label={{clr|4|623H}}}} after braking. Scores a great knockdown for oki.<br />
** Using {{clr|5|2D}} to catch people low. Cancel into Hammerfall Brake.<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter HFB.webm|Using {{clr|3|2S}} and Hammerfall Brake to surprise the opponent<br />
File:GGACR Potemkin Starter HFB Heat.webm|Using Heat Knuckle to punish a jump. Note the huge range<br />
</gallery><br />
}}<br />
<br />
{{card<br />
|header=Oki Options<br />
|content=<br />
You can do almost whatever you want here, but there are some simple tactics that'll take you far.<br />
* {{clr|2|5K}} hits low, easily catches backdashes, and leads to very simple yet damaging combos<br />
** Do <span class="MockCodeBlock">{{clr|2|5K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|623H}}</span> for confirms<br />
** Omit 2H on an air hit, and use {{clr|5|2D}} instead on a max range hit<br />
* {{clr|2|6K}} hits high and is very hard to react to, especially when paired with {{clr|2|5K}}. Cancel into {{clr|5|2D}} and Hammerfall Brake on hit.<br />
* Your other options like Buster and safejumps are almost always available to you as well.<br />
Don't forget your safejumps! People really like to {{keyword|DP}} Potemkin, so learning them early is very valuable. All of your tools work great with safejumps!<br />
<gallery heights=210 widths=373><br />
File:GGACR Potemkin Starter 6K Oki.webm|Easy mixup with {{clr|2|6K}} into a safejump<br />
</gallery><br />
}}<br />
<br />
==How To Not Die==<br />
{{card<br />
|header=How To Not Die<br />
|content=[[File:GGAC_Basic_Guard.png|right|thumb|250px|Get comfortable.]]<br />
So, you didn't get in, and now you're in pressure. This is an inevitability while playing Potemkin. Time to block.<br />
* When in doubt, downback and try to read or react to the opponent<br />
** Avoid jumping or doing anything rash, as your large stature and slow speed is now a bigger issue than ever. Be patient, as always.<br />
* {{MMC|input=632146P|label=Potemkin Buster}} is your best defensive option<br />
** Its massive range is very handy on defense as well, and it's one of the fastest moves in the game. Faster than all of your normals, in fact<br />
** {{keyword|Instant Block}} opens up many gaps in the opponent's strings to use Buster, and is integral to escaping pressure<br />
** Potemkin's backdash is invincible for almost its entire duration, and moves him back very little. Combine with Buster to call out and punish slow moves.<br />
** The fear of Buster will make opponents jump or run away quite often, especially if they see you Instant Blocking<br />
* F.D.B and Hammerfall are still quite useful here for dealing with characters reliant on single-hit projectiles.<br />
A patient defense is one of the most important virtues for a Potemkin player. A proper read leads to you totally reversing momentum and stealing games, so take your time and don't rush.<br />
}}<br />
<br />
==Garbage Moves That You Need To Stop Using==<br />
{{card<br />
|header=Garbage Moves That You Need To Stop Using<br />
|content=Hyperbolic title aside, these moves should be avoided unless you really know what you're doing. They may seem good to you now, but they have severe holes.<br />
<gallery heights=210 widths=373><br />
File:GGAC Potemkin 63214D.png|Judge Gauntlet ({{clr|5|63214D}})<br />
File:GGAC Potemkin 236236S.png|Heavenly Potemkin Buster ({{clr|3|236236S}})<br />
File:GGAC Potemkin 236P.png|Overusing Mega Fist ({{clr|1|236P}})<br />
</gallery><br />
;Judge Gauntlet ({{clr|5|63214D}})<br />
One of the worst moves in the game. {{clr|4|'''AVOID USING THIS!'''}}<br />
* Awful reversal with heavy startup<br />
* Costs meter<br />
* Very easily avoided and punished, even on a good read<br />
* Establishes bad habits on defense; attempting to "DP" out of pressure instead of using your better options<br />
This carries very little use against the majority of opponents in this game. You should never rely on this.<br />
----<br />
;Heavenly Potemkin Buster ({{clr|3|236236S}})<br />
Spending a lot of Tension for a very gimmicky anti-air. Generally not worth it.<br />
* Initial hitbox is far from great and will miss a lot<br />
* Leaves Potemkin airborne and likely fullscreen away from his opponent on whiff<br />
* Quickly becomes irrelevant in combos due to more optimal routes outdamaging it<br />
* Establishes bad habits in neutral; not using {{clr|1|6P}}, not staying grounded, and relying on gimmicks instead of patience<br />
Can still see mild use, but more often than not these situations were beatable more reliably with Potemkin's other options, and will not cost him Tension in the process.<br />
----<br />
;Overusing Mega Fist ({{clr|1|236P}})<br />
Actually a useful move as previously stated, but is also a common beginner's trap. Shouldn't be treated the same as {{MiniMoveCard|game=GGST|chara=Potemkin|input=236P|label=other entries}}.<br />
* Not a very useful mixup considering its reactable speed, pushback and poor advantage<br />
** That means stop using this as a safejump. Use {{clr|3|j.S}} instead!<br />
* Reactable and heavily punishable<br />
* Gives a knockdown in combos, but times where you want to use this in combos over other options are quite rare<br />
* Establishes bad habits on offense; not using Hammerfall or Hammerfall Brake, getting poor conversions and damage<br />
Over-relying on Mega Fist will become a very big hurdle to overcome in the future. It's both a very good and a very bad move.<br />
}}<br />
{{StarterGuideSEO}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy&diff=446104GGACR/Sol Badguy2024-02-19T05:16:37Z<p>JC: /* Knockdown */</p>
<hr />
<div>==Overview==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Sol Badguy is a hard hitting, close-to-mid-range character who can either play a fundamentals gameplan structured around frame traps and counter-hits, or a wild style that leverages his riskier options. No matter the style, Sol rewards players with a good grasp of Reads.<br />
<br />
Sol has decent footsies potential, but his party really starts once he is in close range — once he's close enough to make the opponent block {{MMC|input=2P|label={{clr|1|2P}}}} and {{MMC|input=2S|label={{clr|3|2S}}}} he can enforce his offense. Sol has wide cancel windows and flexible gatling options which let Sol create frame traps and mix up timings. If Sol can get the opponent to attack into a frame trap, or to take his command grab, {{MMC|input=623K|label=Wild Throw}}, then he gets to decimate their lifebar with his iconic {{MMC|input=j.236H|label=Sidewinder}} Loops. These combos are very specific, but reward so handsomely that Sol normally routes into them.<br />
<br />
Sol is usually played with one of two opposing ideologies. There's the fundamental Sol who leans into the frame traps and patience, and there's the "Kusoru" Sol — the Sol who uses hard reads and unexpected attacks like {{MMC|input=214K|label=Riot Stamp}}, {{MMC|input=214S|label=Ground Viper}} and more to overwhelm the opponent's mental stack, or die trying.<br />
<br />
Whichever camp you might choose to side with, Sol has a few moves that are universally helpful. {{MMC|input=623H|label=Volcanic Viper}} is a fantastic {{keyword|DP}} that allows Sol to disrespect and challenge gaps in the opponent's offense and force them to play around it. {{MMC|input=236P|label=Gun Flame}}, especially when paired with FRC, is a good projectile that rewards Sol greatly on counter hit and helps him re-buy his offense. Finally, Wild Throw gives Sol a rewarding way to crack an opponent who is content to hold his frame traps. Mastery of these tools, as well as his character specific combo routes, lets you pilot a powerful and expressive character.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5K|{{clr|2|5K}}]] (3F)<br />
|reversal = [[#Volcanic Viper|623S/H]] (7F/5F)<br/>[[#Tyrant Rave ver. Beta|632146H]] (6F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is an aggressive, close-to-mid range character with a number of unconventional ways to open his opponent's defenses and subvert their attempts at zoning. <br />
|pros =<br />
*'''Slugger''': Sol's close range options, such as {{clr|1|2P}}, +3 on block {{clr|3|2S}}, Volcanic Viper, and Wild Throw are scary tools. His frame traps and counter hit conversions are incredibly damaging in skilled hands and can usually score a knockdown to set up another favorable sequence.<br />
*'''Strong {{keyword|Abare}}''': Sol has a lot of good ways to contest the opponent's advantage. Sol has staples such as a 3 frame anti-air {{clr|2|5K}} and Volcanic Viper, as well as tricky evasive options — {{clr|5|2D}} and Ground Viper are incredibly low profile, and Riot Stamp in the corner can catch people off guard by high profiling their attacks.<br />
*'''Scary Conversions''': Sol is capable of getting great damage anywhere off of the majority of his starters. Even one of his riskiest options, Ground Viper, leads to such terrifying damage on clean hit that people can be forced to respect it.<br />
*'''Expanded Cancel Windows''': {{clr|1|6P}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|5|j.D}} can be cancelled during their recovery frames, which can be used to bait a response and punish with a frametrap.<br />
*'''Slippery''': Sol has a variety of options that can make him quite hard to pin down. {{clr|1|j.P}} and {{clr|4|j.H}} shrink his hurtbox drastically, which make anti airing a struggle for most characters. This is only complemented by Riot Stamp and Grand Viper, which allow sol to {{keyword|Low Crush}} and {{keyword|Low Profile}} respectively. To cap this off, Sol's air hurtbox is also notoriously difficult for many characters in the cast to combo.<br />
|cons=<br />
*'''Unimpressive Okizeme''': Although his reward for landing a combo can be quite high, Sol's actual mixup game isn't particularly special. A lot of his scariest pressure ties into frame traps and punishing the opponent's decisions. Outside of frame traps, Sol usually relies on basic safe jumps or FRC Gunflame to help keep the pressure on.<br />
*'''Funky Neutral''': In order to bypass the pokes of characters with better footsies, Sol may have to lean on riskier approach options. Fortunately, the reward for being correct is suitably high.<br />
*'''Limited Blockstring Pressure''': Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
===Clean Hits===<br />
{{card|width=4<br />
|header=Clean Hits<br />
|content=Some of Sol's moves gain improved properties if they hit the opponent in specific places.<br><br />
Clean hits are calculated by checking if Sol's attack hits a conceptual box (colloquially known as the Clean Hit Box). This "box" is actually just a distance/height check relative to both characters' origin point—the exact center of their collision box, aligned along the bottom edge. The size and offset of this box is different per move, but the offset from the opponent's origin point is always 170 pixels above their origin point. For sidewinder it's 227 pixels above Sol's origin point, with 155 pixels in width, and 42 pixels in height. Every time a clean hit is performed within a combo, the height and width of the Clean Hit Box shrinks by 5 pixels—down to a minimum of 1 pixel.<br />
<br />
Contrary to conventional knowledge, characters do not have unique Clean Hit Boxes. It simply feels like they do because hitstun sprites are not consistently placed relative to their origin point.<br />
<br />
<u>Moves with Clean Hit properties:</u><br />
*'''Sidewinder''': Doubled untechable time. Damage increases with the number of Clean Hits per combo. The cornerstone of Sol's most damaging bread and butter combo.<br />
*'''Ground Viper''': Increased untechable time, leads to a full combo. Launches higher.<br />
*'''Bandit Bringer''': Floats slightly higher, increased untechable time.<br />
*'''Force Break Fafnir''': Floor slides as opposed to regular knockdown. Full conversions near the corner.<br />
<br />
''Force Break Tyrant Rave'': Does not have a clean hit, but gains a damage boost based on clean hit count similarly to Sidewinder.<br />
<br />
Clean Hit Bonus Damage Formula: {{MCB|25+(30+''Number Of Clean Hits'')x3+84}}<br />
}}<br />
<br />
==Starter Guide==<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P,5P DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, weird anti-airs, etc.<br />
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. <br />
*Strong burst bait tool due to its overall low recovery time and jump cancel.<br />
*Whiffs on crouching Bridget, Millia, Faust, Kliff, and Zappa. Leads to whiff > throw setups.<br />
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{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}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K,5K DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 8<br />
|recovery = 13<br />
}}<br />
Privileged 3F normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.<br />
*Works as a frame trap tool after Sol does a safe poke.<br />
*Preferred normal to OS with Sol's throw.<br />
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.<br />
<br />
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a sidewinder loop or an aircombo into VV knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S,c.S DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.<br />
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.<br />
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing. (Importantly, the Dead Angles of I-No, Bridget, Faust, and Pot.)<br />
*0 on block with very little pushback, amazing tick throw tool.<br />
*Can be delay-canceled for hit confirming and tight frame traps.<br />
<br />
Can lead to Dust Loops, Sidewinders, and TK Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dust Loop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S,f.S DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 1<br />
|recovery = 24<br />
}}<br />
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.<br />
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.<br />
*Don't get any new routes on a grounded counter hit but on an air counter hit it will combo into {{MMC|input=236[K]|label=Bandit Bringer}}.<br />
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} > {{clr|3|2S}} pressure very safe and lets Sol make his way in.<br />
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. <br />
Be careful, Sol extends his hurtbox on the first frame. Active only for one frame and is easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H,5H DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 26<br />
}}<br />
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.<br />
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.<br />
*Confirms into (FB) Fafnir to let Sol get in from midscreen.<br />
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.<br />
<br />
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into (SJ)IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGACR Move Card<br />
|input=5D,5D DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.<br />
*Leads to significant damage and a knockdown, especially with an Impossible Dust.<br />
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.<br />
<br />
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. <br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P,6P DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.<br />
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.<br />
*Can be cancelled at '''any''' point during its recovery.<br />
*Niche Anti Air.<br />
<br />
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{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}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H,6H DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 30<br />
}}<br />
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.<br />
*Decent stun and damage, but ends your combo without meter.<br />
*Cancel window lasts until the end of recovery for late frame traps.<br />
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.<br />
*Has a difficult confirm into Grand Viper if it counters on the first hit.<br />
<br />
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P,2P DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. <br />
*Safe to 95% of reversals when properly meatied.<br />
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.<br />
<br />
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K,2K DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.<br />
*Tags people standing or attempting to fuzzy jump.<br />
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.<br />
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.<br />
<br />
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S,2S DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 8<br />
}}<br />
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent hitconfirm blockstring ender, neutral button, and baiting tool. <br />
*Strong low reaching poke due to hitbox/hurtbox ratio.<br />
*Links into P and K normals and {{clr|3|c.S}} on late hits.<br />
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.<br />
<br />
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} <br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H,2H DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 26<br />
}}<br />
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.<br />
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.<br />
*Fast enough to combo off of level 1 buttons.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo. <br />
*On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. <br />
<br />
Can work as a risky preemptive anti-air, and late frame trap tool. Nightmarish meaty if they feel like rolling the dice. {{clr|4|2H}} is strong, but don't whiff it.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D,2D DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.<br />
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.<br />
*Special cancel window extends into its ''recovery frames''.<br />
*A CH can be hit-confirmed into a slight or no mash Grand Viper CL on the entire cast, leading to some of your highest damaging combos.<br />
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.<br />
*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. <br />
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}.<br />
<br />
Leads into Bandit Revolver RC for a conversion. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P,j.P DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 7<br />
|recovery = 4<br />
}}<br />
One of Sol's best and most annoying tools. Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. <br />
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.<br />
*Can let Sol sneak past and/or clash with some Anti Airs due to the hurtbox change.<br />
*Easy, if scaled, confirms off of things like Gunflame.<br />
*Leads to burst safe, character specific Sidewinder setups.<br />
<br />
The hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult SJIAD combos.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K,j.K DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.<br />
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} to connect.<br />
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.<br />
<br />
Useful with {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S,j.S DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Main safe jump tool. Passable jump-in<br />
*Primary combo tool for Sidewinder Loops<br />
*Occasionally works as a crossup out of a backwards airdash.<br />
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.<br />
<br />
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H,j.H DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 14<br />
}}<br />
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.<br />
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.<br />
*Links into ''any'' jumping normal on hit.<br />
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.<br />
*Hit meaty and low enough off the ground, strong mixup between it's second hit or land {{clr|2|2K}}.<br />
<br />
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 7<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''Dust Loop'''. <br />
*Launches on hit (and wallbounces on counter hit), which is useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.<br />
*Fullscreen conversions on counter hit due to wallbounce.<br />
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.<br />
<br />
Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.<br />
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.<br />
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.<br />
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}}] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}}] > SW.</br><br />
<br />
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
A decent air throw that knocks down. Can convert in the corner, or with meter.<br />
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.<br />
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.<br />
*On CH floats higher. Allows easy midscreen conversions.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.<br />
*Uses {{clr|1|6P}} animation, so it can still be low profiled.<br />
*Can convert in the corner on counter hit or if hit on the last active frame.<br />
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Gun Flame</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
<div class=tabber-shadows-fix><br />
<tabber><br />
Normal=<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|isProjectile = true<br />
|recovery = 30<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
Ground hugging, very active flame projectile integral to Sol's pressure and oki game. Active for long enough that when dropped on them on oki, they must either block or attempt a reversal.<br />
*Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough.<br />
*Does high damage in combos, especially in the corner.<br />
*Can be jumped over, but the FRC lets you react and catch them.<br />
*Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.<br />
*'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > {{clr|4|2H}} > GF FRC > {{clr|1|5P}} > (GF hits) > xx<br />
<br />
Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.<br />
}}<br />
|-|<br />
Dragon Install= <br />
{{GGACR Move Card<br />
|input=236P DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 6<br />
|recovery = 7<br />
|frcStart = 21<br />
|frcEnd = 22<br />
}}<br />
Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself. <br />
*Covers an anti-air angle and makes pressure coverage faster and safer.<br />
*Easier to use for chipping out.<br />
*The FRC is moved to right as it goes active, changing its use.<br />
*Just fast enough to combo out of grounded, crouching, Lvl.5 hits.<br />
<br />
Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.<br />
}}<br />
</tabber><br />
</div><br />
<br />
===<big>Gun Flame Feint</big>===<br />
{{InputBadge|{{clr|1|214P}}}}<br />
{{GGACR Move Card<br />
|input=214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 31<br />
}}<br />
Fake Gunflame. Has a hitbox for some reason.<br />
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.<br />
*Can be whiffed to build meter from afar.<br />
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.<br />
<br />
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.<br />
}}<br />
<br />
===<big>Volcanic Viper</big>===<br />
{{InputBadge|{{clr|3|623S}}\{{clr|4|623H}}}}<br />
<div class=tabber-shadows-fix><br />
<tabber><br />
Normal=<br />
{{GGACR Move Card<br />
|input=623S,623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 3<br />
|active3 = 11<br />
|recovery = 21<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|inactive2 = 3<br />
|active3 = 18<br />
|recovery = 29<br />
|specialRecovery = 10<br />
}}<br />
Godly DP with a massive hitbox. The greatest. Ever.<br />
<br />
'''{{clr|3|623S}}:''' Lower to the ground version.<br />
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.<br />
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.<br />
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.<br />
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC.<br />
*Used to anti-air in situations where no other anti-air works.<br />
<br />
Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.<br />
----<br />
'''{{clr|4|623H}}:''' Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.<br />
*Slightly faster and more damage than the S version.<br />
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.<br />
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.<br />
*Leniency to the followup is slightly more difficult, and must be delayed a bit.<br />
}}<br />
|-|<br />
Dragon Install=<br />
{{GGACR Move Card<br />
|input=623S DI,623H DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 1<br />
|active3 = 6<br />
|recovery = 21<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 57<br />
|recovery = 36<br />
|specialRecovery = 10<br />
}}<br />
{{clr|3|S}} is a weaker version of VV, has worse hitbox and cannot cancel into knockdown.<br />
<br />
Mostly serves as a much safer invincible option during DI. Overall not the strongest version, but usable.<br />
----<br />
{{clr|4|H}} is massive wall of hitbox that reaches to the top of the screen.<br />
<br />
International standard for high risk/high reward move. Deals high damage and stun, can cancel into knockdown unlike {{clr|3|S}} version, and is a very strong starter with RC due to first hit's GB- value of '''1'''. To counterbalance this it has very high recovery and an unfortunate tendency to drop on ground CH.<br />
}}<br />
</tabber><br />
</div><br />
<br />
===<big>Air Volcanic Viper</big>===<br />
{{InputBadge|{{clr|3|j.623S}}\{{clr|4|j.623H}}}}<br />
<div class=tabber-shadows-fix><br />
<tabber><br />
Normal=<br />
{{GGACR Move Card<br />
|input=j.623S,j.623H<br />
|description=<br />
'''{{clr|3|j.623S}}:''' Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.<br />
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln.<br />
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.<br />
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...<br />
*Can convert to longer combos if the first hit is RC'd.<br />
----<br />
'''{{clr|4|j.623H}}:''' Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.<br />
*Can get air knockdowns sometimes where j.SVV wouldn't, particularly on lighter characters.<br />
*Also air blockable without FD.<br />
*Lacks the same leniency to the followup as the ground H version.<br />
*Similarly to j.SVV, cuts air momentum when RC'd on the first hit.<br />
}}<br />
|-|<br />
Dragon Install=<br />
{{GGACR_Move_Card<br />
|input=j.623S/H DI<br />
|description=<br />
Weak combo ender since it cannot cancel into knockdown. Most of its utility lies in first hit being air unblockable, making it function as an FD check during air blockstrings.<br />
}}<br />
</tabber><br />
</div><br />
<br />
===<big>Knockdown</big>===<br />
{{InputBadge|Volcanic Viper > {{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=623H > 214K<br />
|description=<br />
Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing.<br />
*Deceptively large hitbox. Can tag players pressing the wrong button.<br />
*Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.<br />
*Hits overhead, but won't tag anybody this way.<br />
*Will occasionally hit players pressing a button after VV.<br />
<br />
Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups!<br />
}}<br />
<br />
===<big>Bandit Revolver</big>===<br />
{{InputBadge|{{clr|2|236K}} (Air OK)}}<br />
<div class=tabber-shadows-fix><br />
<tabber><br />
Normal=<br />
{{GGACR Move Card<br />
|input=236K,j.236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|inactive2 = 11<br />
|active3 = 9<br />
|recovery = 2<br />
|specialRecovery = 7<br />
}}<br />
Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.<br />
*Leads to a safejump setup on knockdown.<br />
*Minute startup invul can make it a pseudo-reversal.<br />
*Keeps opponents grounded, though throw punishable if blocked standing. <br />
*Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.<br />
----<br />
Combo filler for high meter gain, and tool for shooting across the stage.<br />
*Converts stray air hits into longer combos.<br />
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain.<br />
*Can be FRC'd before going active to propel Sol forward.<br />
*Second hit has extended untech time, allowing for longer BR loops and KDs where the 3rd hit would make it impossible.<br />
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.<br />
<br />
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be TK'd to start a longer combo. Tends to have more utility between moves than as a move by itself.<br />
}}<br />
|-|<br />
Dragon Install=<br />
{{GGACR Move Card<br />
|input=236K DI,j.236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|inactive2 = 9<br />
|active3 = 9<br />
|recovery = 3<br />
|specialRecovery = 7<br />
}}<br />
Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead. Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.<br />
*Larger active window for catching jumpers.<br />
*Knocks down with a bit of pushback for ending combos when DI is about to run out.<br />
*Leads to a safejump setup on knockdown.<br />
*Minute startup invul can make it a pseudo-reversal.<br />
----<br />
Air version receives no changes.<br />
}}<br />
</tabber><br />
</div><br />
<br />
===<big>Bandit Bringer</big>===<br />
{{InputBadge|{{clr|2|236[K]}}}}<br />
{{GGACR Move Card<br />
|input=236[K]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 6<br />
|recovery = 9<br />
|specialRecovery = 4<br />
|frcStart = 18<br />
|frcEnd = 20<br />
}}<br />
Button check and big, slow overhead. Slightly plus, big damage combo tool.<br />
*Goes over a lot of things very, very slowly.<br />
*Will crossover and whiff crouching opponents that are too close.<br />
*Large ground bounce makes conversions extremely easy.<br />
**Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH {{clr|4|5H}} against most of the cast.<br />
*Has a Clean Hit, with no forced prorate.<br />
<br />
Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. This move can work well to catch some fuzzy backdash attempts, and it can be very hard for some characters to 6P. As a result, one must usually IB Airthrow it or risng j.{{clr|1|P}} in orther to beat it, IB Throw works depending on the range.<br />
<br />
Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.<br />
}}<br />
<br />
===<big>Riot Stamp</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Riot Stamp is a weird, airborne {{keyword|low crush}} and movement tool that sees most use in {{keyword|abare}} situations.<br />
<br />
Despite its infamous reputation as a newbie trap, Riot Stamp fills a valuable niche in Sol's defensive toolbox. In a way, it acts as the opposite side of the same coin as {{MMC|input=214S|label=Ground Viper}}—a low crush to complement GV's {{keyword|low profile}}. This works because the move is airborne on frame 1, and can create space between Sol and the corner.<br />
<br />
When paired with FRC, Riot Stamp doubles as a tricky movement option. The FRC could let Sol land and go for a low when the opponent expects him to continue flying forwards, or Sol could utilize the move's automatic {{keyword|jump install}} and momentum to reposition in unconventional ways.<br />
<br />
Although the reward is low on normal hit, Riot Stamp converts into a full combo on mid-screen counter hit. It can FRC'ed to convert from awkward hits, though this usually requires Sol's back to be to the corner.<br />
*Sol jumps further up the wall based on how far from the corner he is. This changes the distance Sol travels forwards when Riot Stamp is FRC'ed.<br />
}}<br />
<br />
===<big>Slam</big>===<br />
{{InputBadge|{{clr|2|j.214K}} during DI}}<br />
{{GGACR Move Card<br />
|input=j.214K DI<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Quick, plus, low crush, floor bouncing overhead that is ''+R'' and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.<br />
*Relatively quick, hits 20F when TK'd. Plus 3 on block for continued pressure.<br />
*Bounces higher based on the opponent's height when hit.<br />
*Loops into itself or out of {{clr|5|j.D}}.<br />
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.<br />
}}<br />
<br />
===<big>Wild Throw</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGACR Move Card<br />
|input=623K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 31<br />
}}<br />
Great command grab with average command throw range but great startup. Sol's main mixup tool. <br />
*Full, damaging conversions from anywhere on stage.<br />
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.<br />
*Also has character specific, meterless burst safe setups.<br />
*Only in CH state for a short segment of its recovery.<br />
<br />
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br><br />
*Some meterless burst safe followups include:<br />
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop<br />
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS<br />
**late {{clr|4|j.H}}/block OS > SW loop<br />
}}<br />
<br />
===<big>Ground Viper</big>===<br />
{{InputBadge|{{clr|3|214S}}}}<br />
{{GGACR Move Card<br />
|input=214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 25<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 37<br />
}}<br />
Ground Viper (Also sometimes called Grand Viper) is a Fast, instant–low–profile, advancing attack. These properties, combined with the disgusting damage on clean hit makes it a strong tool which can function both defensively and offensively. The unconventional input can be tricky to learn on certain controllers, but is worth mastering.<br />
<br />
*Number of hits changes depending on how many directions/buttons are pressed during the move.<br />
*Cannot be RC'd if the current hit did not make contact.<br />
*To use multiple hits, alternate between forward and back while mashing buttons<br />
*Can combo after close-range {{clr|4|5H/2H}}, but bursts will make a mashed GV whiff when not in corner, except for Kliff's.<br />
**Alternatively, you could alternate between down back and down forward, or up back and up forward<br />
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']<br />
<br />
<u>How low profile is Ground Viper? Imagine low profile enough to go under 75% of moves in the game, and then go lower.</u><br />
*{{Character Label|GGACR|Baiken}}'s {{MMC|chara=Baiken|input=236D|label=FB Tatami|hitboxMode=true}}<br />
*{{Character Label|GGACR|Venom}}'s {{MMC|chara=Venom|input=2141236S|label=Dark Angel|hitboxMode=true}}<br />
*{{Character Label|GGACR|Johnny}}'s {{MMC|chara=Johnny|input=2D|label={{clr|5|2D}}|hitboxMode=true}}<br />
*Burst, which can score a powerful reset in the corner<br />
}}<br />
<br />
===<big>Fafnir</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. ''Does not inflict a Clean Hit'' like with FB Fafnir.<br />
*Staggers on hit while moving Sol forward, putting him closer to his optimal range.<br />
*Cancels into FB Tyrant Rave for bigger damage with only 25 meter.<br />
*Leads to bigger confirms with an RC.<br />
*Can frame trap (with a wide window) due to its startup.<br />
<br />
Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol.<br />
}}<br />
<br />
===<big>Sidewinder</big>===<br />
{{InputBadge|{{clr|4|j.236H}}}}<br />
{{GGACR Move Card<br />
|input=j.236H<br />
|description=<br />
Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. Satisfaction Maximum, Guaranteed. <br />
*Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.<br />
*Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. <br />
*Fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.<br />
*Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown.<br />
*'''JAMA DA / KURAE NA'''<br />
<br />
Standard SW loops repeat [{{clr|3|j.S}}/{{clr|4|j.H}}(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice, as many variables such as camera position as well as your relative height will influence the launch. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Fafnir</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 17<br />
}}<br />
Fast, ''throw invincible'' sucker punch which knocks down. Much stronger version of regular Fafnir that also has higher blockstun.<br />
*Has some invincibility on Sol's front leg, can low crush. Beats throws until startup<br />
*Scores knockdown at ranges too far for any other conversions.<br />
*Slides on Counter Hit or Clean Hit (works from {{clr|1|6P}} or {{clr|5|2D}}, or against jump out attempts), and converts to full combos a little over half the screen away.<br />
**Leads to {{clr|3|f.S}} {{clr|4|5H}} IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool.<br />
*'''Note''': will whiff against crouchers off of max range {{clr|4|5H}}, due to opponent hurtboxes.<br />
}}<br />
<br />
===<big>Tyrant Rave</big>===<br />
{{InputBadge|{{clr|4|41236H}} or {{clr|5|41236D}} > {{clr|5|64D}}}}<br />
{{GGACR Move Card<br />
|input=41236H > 64D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 33<br />
|recovery = 35<br />
}}<br />
A version of Sol's original Tyrant Rave from ''GG1'' and ''X''. Big damage combo ender and chip kill move. Only costs a quarter.<br />
*Large hitbox, multi hit move which is difficult to contest or punish. <br />
*Generally sacrifices knockdown unless the final hit whiffs, which can be accomplished by crossing under with the fafnir and hitting them behind you<br />
*Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.<br />
*Converts to {{clr|2|5K}} in the corner off of short combos.<br />
*Strong for closing out rounds or scaring opponents due to damage output.<br />
<br />
Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage.<br />
:A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.<br />
}}<br />
<br />
===<big>FB Sidewinder</big>===<br />
{{InputBadge|{{clr|5|j.236D}}}}<br />
{{GGACR Move Card<br />
|input=j.236D<br />
|description=<br />
Guaranteed Clean Hit Sidewinder, ''even on block''. A godsend.<br />
*Gives Sol easier, and otherwise impossible combo conversions.<br />
*Hit from max range, it becomes burst safe.<br />
*Works as a punish on non-counter-hit as well.<br />
*Scales harder than regular Sidewinder for lowered damage output.<br />
<br />
Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Beta</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 11<br />
|inactive2 = 17<br />
|active3 = 15<br />
|recovery = 31<br />
}}<br />
High, immediate damage cash out. Blows out your speakers.<br />
*Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.<br />
*Knocks down full screen, untechable wallstick near the corner.<br />
*Combos into {{clr|2|5K}} when you're in the corner, and Grand Viper from a bit farther out.<br />
*Done from {{clr|5|2D}} or {{clr|4|5H}} as a punish, you get a quick, unburstable combo unless they burst immediately.<br />
*Can be done to bursts on reaction to blow through them for a big reset.<br />
*Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits. <br />
<br />
Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.<br />
}}<br />
<br />
===<big>Dragon Install</big>===<br />
{{InputBadge|{{clr|3|214214S}}}}<br />
{{GGACR Move Card<br />
|input=214214S<br />
|description=<br />
Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.<br />
<br />
'''Positives:'''<br />
*Acts as a reversal and screen freeze.<br />
*Sol gains access to Slam, an extremely fast and safe overhead.<br />
*{{clr|3|S}} and {{clr|4|H}} normals have their recovery cut enough that other normals can be linked after dashing.<br />
*More gatlings and jump cancels on air normals.<br />
*Can be combo'd into and out of if done from {{clr|1|6P}}.<br />
*Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).<br />
*During DI, tension increases at a rate of 0.1% per frame.<br />
<br />
'''Negatives:'''<br />
*You can still get hit by something active during the end of its startup.<br />
*{{clr|2|5K}} loses its jump cancel.<br />
*Sol loses access to Bandit Bringer.<br />
*Drains all of Sol's tension and cuts his tension pulse when it ends.<br />
*Ends if Sol is knocked down (This is actually preferable to ending by the time out).<br />
*Makes Sol close to Negative Penalty and being dizzied (does not apply if DI ends with Sol being knocked down).<br />
*DI cannot be used during DI.<br />
}}<br />
<br />
===<big>Dragon Install 2nd</big>===<br />
{{InputBadge|{{clr|1|214214214214P}}+{{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=214214214214PH<br />
|description=<br />
Potentially ''the'' worst super in all of Guilty Gear. Significantly worse than regular Dragon Install since comes with added drawbacks.<br />
*Costs a full bar for over six times the startup with ''no invincibility''.<br />
*Lasts the entire round, at the cost of draining your life until it hits 1 pixel.<br />
*Kills your tension gain.<br />
*Drains your health faster than you can deal damage.<br />
*The extremely obtuse input actually works in its favor to ensure that you won't get it by accident.<br />
*Awful. Don't even try.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Napalm Death</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Bottom 5 IK. Goodbye, Meter.<br />
*Short range and horribly unsafe. Whiffs on the entire cast crouching.<br />
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.<br />
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=180|Character=Sol Badguy}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGACR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin/Matchups&diff=445008GGACR/Potemkin/Matchups2024-02-08T03:06:47Z<p>JC: Undo revision 443302 by Wakeup720 (talk) - Page is not for combos and is just using the writeup.</p>
<hr />
<div>{{GGACR/CharacterLinks}}<br />
==Pre-Reading==<br />
As a Potemkin player, you're probably not overly concerned with tierlists, matchup numbers or general odds. This page will be based more around how difficult it is for you to get in and begin your game alongside some general tips against the character, rather than worrying too much over numbers. At the end of the day, no matter what the character is, your goal is to grab them. <br />
<br />
Potemkin is notable for having some '''highly polarized matchups''' compared to many other characters in GGACR. This is due to Potemkin's great strengths, and also his few but similarly great weaknesses. Several characters struggle to keep Potemkin at bay, while others can abuse Potemkin's stature and speed to ensure he's well out of arm's reach, or put him in a vortex of mixups.<br>As a result there are a few observable trends with Potemkin's matchups.<br />
<table class="wikitable" style="width:100%; max-width: 26em;"><br />
<tr><th colspan="2">Potemkin is great versus characters...</th></tr><br />
<tr><td>who are easily outpoked by Potemkin</td></tr><br />
<tr><td>lacking strong gatlings or jump cancels and must commit to their pressure</td></tr><br />
<tr><td>with low health or poor defensive options</td></tr><br />
<tr><td>that lack projectiles, or operate best up close</td></tr><br />
<tr><th colspan="2">Potemkin struggles with characters...</th></tr><br />
<tr><td>sporting strong mid/long-range pokes</td></tr><br />
<tr><td>who have many multi-hitting, throw invincible, or airborne moves</td></tr><br />
<tr><td>with solid movement or defensive options</td></tr><br />
<tr><td>that work fine keeping as much distance as possible from Potemkin</td></tr><br />
</table><br />
Although you're going to see the word "{{clr|5|Struggle}}" a lot, especially early into the page, this does not mean the majority of Potemkin's matchups are helpless losing ones. However, these matchups in particular are undeniably difficult due to the character's weaknesses being exploited by his opponent's toolkit. Multiple players have played Potemkin to success in all of these matchups without having to resort to counterpicking.<br />
<br />
''If you see anything incorrect or missing in these pages, do not feel afraid to bring them up. GGACR is a game all about character mastery and expression, which can result in some facts being skewed by the players, or outdated information not being updated. These pages only get better through criticism and feedback! {{Character Label|GGACR|Johnny}} still needs a matchup listed and written.''<br />
<br />
==Summaries==<br />
===<font style="visibility:hidden" size="0">A.B.A</font>===<br />
{{MatchupConciseWriteup|character=A.B.A<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Danzai is throw invul waah<br />
|summary=Don't even ask if she's going to wakeup Danzai, she's A.B.A, she's already buffering it.<br />
*Normal A.B.A is food on the table for you. Her lack of defensive options, slow movement and generally outranged pokes will allow you to get in and demolish her very quickly. The only thing you have to look out for is 236D.<br />
*The same can't be said for Moroha, as A.B.A's newfound speed and pressure can become a hassle, not helped by her crazy damage.<br />
*If she ever uses a bloodpack or Goku Moroha in neutral, Slide Head her to take off a third of her gauge for free, and make things really bad for her in the rest of your pressure.<br />
*Danzai's throw invuln is not as powerful as you think. You don't even need to IB the first hit, just block it and buster. The same applies to FB Danzai.<br />
*An overly aggressive, button-happy ABA is easily punished with IB Buster.<br />
*Learn your IK confirms. This includes [https://www.youtube.com/watch?v=UOofNvHhj7g meterless set ups], and a [https://www.youtube.com/watch?v=kX5mNwR5G1g metered set up utilizing Heat RC].<br />
<br />
This matchup can go both ways, as is typical of nearly all games with ABA in them. Some rounds will go with you getting in on ABA, reading her FB Slide attempts and killing her before she can even land a hit on you. Other rounds she's going to get Moroha and the rest goes without saying. If you catch her in Moroha, you don't need to bother going for fancy combos since repeatedly knocking her down will win you the round through IK any way.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Anji</font>===<br />
{{MatchupConciseWriteup|character=Anji Mito<br />
|favorability={{clr|3|Average}}-{{clr|4|Hard}}<br />
|oneliner=Fuujin isn't throw invul hahaha<br />
|summary=Anji's defensive options lose to Buster, but for the love of God do not get hit. His vortex can be a nightmare.<br />
*You have to flick Shitsu twice.<br />
**This often turns flicking a non-meaty Shitsu a bit of a gamble, but it pays out especially well for avoiding the unblockable.<br />
*Fuujin is not throw invuln.<br />
**To bait throws, Anji will likely be throwing out normals like 3K to catch you off-guard.<br />
**Learn to IB buster Rin, and interrupt FB Rin with a low.<br />
*Avoid neutral Slide Head, as Anji can Fuujin on reaction and punish.<br />
*Get hit and a competent Anji will fuujin loop and get enough meter to start looping his unblockable set up<br />
** Keep in mind that you can intentionally get hit by the butterfly at the start of the loop and negate the positive meter gain required to continue the loop if the Anji only has 25 meter available. Doing this while the Anji is above 25 meter can be done as a backup as to try and burst out of the situation, and because of the amount of guard bar FB Shitsu uses, the combo will not deal very much damage.<br />
*Potemkin is one of the characters who can't crouch under Anji's 5P. Expect competent Anji's to utilize this often in pressure.<br />
<br />
It's simple enough, but can be very tricky due to Anji's strange properties on his moves, and his oki. Fortunately, Anji trying to gorilla you won't pan out in his favor all too well.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Axl</font>===<br />
{{MatchupConciseWriteup|character=Axl Low<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=Effectively a Zoner VS Grappler matchup<br />
|summary=Axl can play the close-range game very competently, but here you'll likely see him playing against you like a zoner and trying to keep you well away from arm's reach.<br />
*Obnoxious multi-hitting normals and disjointed special moves that will blow through your everything.<br />
*Your best approach option is just to walk at him and crouch IB. This will slowly push him to the corner and force him to act, potentially running pressure on you for a short period of time, or leaving other openings.<br />
*Even though Axl has a really strong anti-air game, this doesn't mean jumping should never be done. Axl's ground pokes are extremely powerful, so jumping over them is a valid and sometimes necessary tactic. If you do try to jump, try to only do it in {{clr|3|j.S}} range and have FD primed just in case, or superjump over Rensen.<br />
**Megafist will leap over his crouching pokes and Rensen for a solid knockdown on hit. Be careful about the followup.<br />
**Both of these said, abusing jumping and Megafist can still be harshly punished. Don't rely on them, the air still belongs to Axl.<br />
*He's fortunately not great defending VS Potemkin and will die swiftly if caught.<br />
Infamous matchup due to its difficulty. Axl's anti-air pokes will hit you because you're so huge, you're slow and struggle to get in, gimmicks like Heavenly Potemkin Buster to approach are practically guaranteed to get punished for a lot of damage. Axl isn't going to risk getting close to you, he's going to be playing keepaway, and his terrible defensive options are why. Get in on him and he's toast. Just good luck with that, is all.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Baiken</font>===<br />
{{MatchupConciseWriteup|character=Baiken<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Baiken wants to block, you have Potemkin Buster.<br />
|summary=<br />
Do not listen to Baiken propagandists, this match up is slightly advantageous.<br />
*Both of you deal high damage to each other and have powerful, obnoxious defensive tools, but she has less overall health and a terrible stun modifier.<br />
*Be wary that Baiken's mixup is still very good, and Baku is even more threatening for you than most other characters due to your lacking mobility. Don't get hit by it.<br />
*Baiken's 6K is going to be used a lot to try and stop you from bustering her, as it has throw invulnerability.<br />
<br />
Baiken is still a very powerful character, but Potemkin is equipped with plenty of tools to fend her off. If she tries to gluesniff through your offense, Buster will immediately make her reconsider. A proper Baiken will still be hard to deal with, you still can't autopilot her much like she can't autopilot you.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Bridget</font>===<br />
{{MatchupConciseWriteup|character=Bridget<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=<big>[https://youtu.be/OZpB2kP27xA?t=36 TIME UP]</big><br />
|summary=Timerscam matchup. Axl-tier normals, but with a better DP and asinine mobility. You'll rage over this quite a bit.<br />
*Don't jump. Bridget has a ton of anti-airs, and won't force you into the air often. If you do really need to jump, {{clr|3|j.S}} will be your best friend, but it's highly inadvisable.<br />
*You can flick {{MMC|game=GGACR|chara=Bridget|input=623H|label=Roger Hug}}, {{MMC|game=GGACR|chara=Bridget|input=214H|label=Jagged Roger|}}, {{MMC|game=GGACR|cahra=Bridget|input=421H|label=Roger Get|type}}, and {{MMC|game=GGACR|chara=Bridget|input=H|label=Recall Yo-Yo|}}. This is another reason why you don't want to jump, flicking these helps a ton in catching Bridget.<br />
**You cannot flick Roger Rush.<br />
*Starship is not throw invuln through the entire startup. If you see her spinning Yo-Yos, just buster her.<br />
*Your one saving grace is Bridget's very low HP and stun resistance. [https://clips.twitch.tv/TardySquareBottleFailFish-8BlofJBExkjAFLJD Never give up.]<br />
<br />
Bridget won't give a rats ass about getting Negative Penalty when avoiding you. Your large size makes you even more susceptible to Bridget's long combos, which aren't going to be very damaging, but will add up immensely over time.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Chipp</font>===<br />
{{MatchupConciseWriteup|character=Chipp Zanuff<br />
|favorability={{clr|4|Hard}}{{clr|1| for both of you}}<br />
|oneliner=Either death by a thousand, or a one-hit KO<br />
|summary=<br />
For all the characters prior that had "low HP and stun resistance" mentioned, Chipp is this especially.<br />
*He's going to run a train on you, but he doesn't have a choice. You will build meter very fast walking towards him if he chooses to play passive.<br />
*You cannot crouch his 4F, plus on block 5P. He's going to abuse it a lot.<br />
*Strong reactions are very important thanks to his speed and numerous FRC points. Being able to punish his DP, teleports in neutral, leaf grab and Alpha Blade helps tremendously.<br />
*Counterhit him once and you probably win.<br />
Chipp hates this matchup just as much as you do. If Chipp ever makes a mistake, he will explode and die spectacularly. That said, you're going to be forced into lots and lots of mixups and mistakes. Hold your bearings and look for any opening in the ninja barrage, this is where a good defense is at its most valuable.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Dizzy</font>===<br />
{{MatchupConciseWriteup|character=Dizzy<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=Why did Sol have to pass down god normals to his daughter?<br />
|summary=Expect to lose neutral. Dizzy can be particularly malicious against you.<br />
*Dizzy's buttons are CRAZY against Potemkin, outrageously oppressive and quick! '''You cannot duck {{clr|3|f.S}}!'''<br />
*Her dash beats slidehead starting frame 1. Her mobility makes her very hard to catch, and very easy for her to get in.<br />
*Look to flick the fish's ray/ice spears if the Dizzy is not supporting them. Regular bubble is also flickable if it auto pops. Imperial Ray is also flickable.<br />
*If Dizzy gets too comfy with doing J.2S - J.HS, you can IB airthrow after the J.2S. <br />
*Do remember that you can buster her coffin reversal before the active hitbox starts, as it begins 4 frames after flash.<br />
*[https://www.youtube.com/watch?v=GGEOgyBvqWQ You can unblockable Dizzy on her wakeup if you have meter to spend.] [https://streamable.com/al08zm Coffin super won't save her.] You're going to want to do stuff like this a lot, and maximize damage as well as you can.<br />
Comparable to Chipp in that Dizzy is going to be playing very aggressively against you, but unlike Chipp, she's also perfectly capable of keeping you out. All in all, your life will be hell in every field, but eventually, you're getting in. Make the most of it.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Eddie</font>===<br />
{{MatchupConciseWriteup|character=Eddie<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=More keepaway than setplay<br />
|summary=<br />
Eddie can properly utilize his shadow in neutral thanks to how slow you are, making it extremely hard to get in. <br />
*Drill CAN be flicked, but only if done preemptively. Look for when the Eddie player likes to drill and start flicking from there<br />
*Normally, you have to hold shadow pressure unless the Eddie leaves holes/goes for greedy resets. <br />
**IB shadow, FD Eddie. This is the golden rule to holding pressure vs Eddie. <br />
**Look into slashbacking Mawaru, as it helps you open up holes in Eddie pressure.<br />
*{{clr|1|2P}} is very valuable for poking Eddie's shadow from afar, may as well exist for this matchup.<br />
*[https://youtu.be/735OMFCSz0w You can DENY Eddie's ability to summon shadow by landing an APB.] Including if it's on the K.O screen, if you can close out a round with {{clr|5|5D}} APB, you get to turn off his pressure round start. Use and Abuse whenever possible.<br />
** Keep in mind that this doesn't mean that Eddie can't press buttons or knock you down, but does mean you are able to play some better footsies and have an easier time on the first KD.<br />
<br />
You are effectively playing a 1v2 against Eddie. Even if you get his shadow down, hes still a pain unless you're right on him. If he knocks you down once, you are likely dead. <br />
However, if you knock HIM down, you have a solid chance at winning. <br />
<br />
Grind combos and good luck, you'll need it.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Faust</font>===<br />
{{MatchupConciseWriteup|character=Faust<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=Welcome to the gong show (for you)<br />
|summary=<br />
It's "one of those." To beat him, you simply need to play better, which is much easier said than done because Faust's gameplan is trivial to execute against you. Fortunately, Faust players love talking, so his tricks against you are meticulously documented on his [[GGACR/Faust/Matchups#Potemkin|matchup page]] for your convenience. As for you?<br />
*'''<span class="MockCodeBlock">{{clr|5|2D}} > {{clr|4|623H}}</span> works on Faust.''' This helps immeasurably in keeping him pinned down. Can't do 2H? Do this!<br />
* Faust's reverse gatlings make his large single-hit pokes like {{clr|3|f.S}}, {{clr|4|2H}}, and {{clr|5|2D}} safer to Hammerfall, either by recovering before it connects or hitting you after your armor expires. Put on the brakes and don't get hit.<br />
* Faust has a stupidly low profile crouch which dodges a ton of your pokes. {{clr|2|2K}} and {{clr|4|5H}} are your best buddies.<br />
* With Faust being a character who loves to throw items all over the screen, Flick is invaluable in this matchup.<br />
** In isolation, most items are easy enough to flick, but Faust can often act or approach alongside them. Mindlessly trying to flick everything will get you counter hit by {{clr|4|2H}}, {{clr|4|6H}}, or {{MMC|game=GGACR|chara=Faust|input=214K > D|label=FB Door}}.<br />
** If Faust {{MMC|game=GGACR|chara=Faust|input=236P|label=throws items}} without covering himself, Slide Head is a clean answer. This is quadruply true of {{MMC|game=GGACR|chara=Faust|input=236236P|label=item super}}, which should be a free Slide Head if Faust ever does it while you're on the ground.<br />
** {{MMC|game=GGACR|chara=Faust|input=j.236P|label=Bomb Bag}} being 2 hits is also annoying, though its predictable trajectory makes it easier to flick. You can also jump up and block, forcing Faust to block/get hit by it (unless he FRCs) and pushing him backwards.<br />
* Faust's {{MMC|game=GGACR|chara=Faust|input=j.2K|label=Drill}} FDC makes anti-airing Faust a nightmare, and gives him consistent pressure, mixups and punishes against you.<br />
* Safejumps are highly recommended to deal with Faust's multitude of gimmicky reversals.<br />
**{{clr|5|5D}} will lose automatically to a proper {{clr|3|j.S}} land {{clr|2|5K}}. In pressure it loses to Buster.<br />
**Super is reactable post-flash and easily blocked.<br />
**{{clr|5|214D}} gives a free j.S air counterhit on a safejump, but should be Heat Knuckled otherwise.<br />
* Worth noting that Faust has an extremely easy (although random to set up), [[GGACR/Faust/Combos#Faust_Infinite_Combo|infinite combo]] against you.<br />
Faust wants to spend time harassing you from range with single-hit pokes and throwing items, and while many of his screen control options are hard to contest, they also tend to move him backwards. You need to simultaneously remain as aggressive as possible as to not let him get advantage in neutral, and patient as a saint to weather the items. Do this, and you can win. You'll be forgiven for naively believing {{Character Label|GGACR|Justice}} would be Potemkin's most difficult zoner matchup, but Faust is everything Justice wishes she could be here.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">I-No</font>===<br />
{{MatchupConciseWriteup|character=I-No<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Watch out boy, she'll chew you up<br />
|summary=Whoever gets in first wins, making this matchup particularly explosive and snowbally. Hang on in there.<br />
*I-No's approach will primarily revolve around her air movement and special moves due to her harsh dash startup and vulnerability period.<br />
**{{MMC|game=GGACR|chara=I-No|input=j.214P|label=Note}} is perhaps the most infamous for Potemkin here. Flicking it seems obvious, however if it travels too far you'll still be forced to block, and she can steer it to make it difficult to flick on top of that. It's still ideal to flick it as it reduces her approach options after, but if you don't want to run that gamble, you can pop it with {{clr|3|f.S}} and trade some health for safety.<br />
**{{MMC|game=GGACR|chara=I-No|input=632146K|label=HCL}} is the best whiff punish ever here and you will regret whatever choices you made that resulted in you getting hit by it. You can flick it if she uses it randomly to turn that regret around.<br />
**Being in the air so often, {{clr|1|6P}} is a real seller, combine it with {{clr|4|H}} to create an annoying throw OS to catch her on offense too. Additionally, Slide Head should be ignored, it simply is not helpful in this matchup.<br />
**STBT is extremely safe to throw out since it goes over nearly all of Potemkin's pokes except {{clr|2|5K}}, making it a very important normal to stop I-No from low profiling everything Potemkin does.<br />
*No point explaining what to do when I-No has you blocking, she has every mixup imaginable, but she won't want to overextend due to your amazing defensive options. If she wants to pressure you, she'll likely only do so as long as she has meter for 6FRC6. She can struggle with Giganter a bit, if it's any consolance.<br />
* If she goes for it on wakeup, I-No's super {{MMC|game=GGACR|chara=I-No|input=632146H|type=super|label=Longing Desperation}} as well as her other super {{MMC|game=GGACR|chara=I-No|input=j.2363214S|type=super|label=Ultimate Fortissimo}} can be flicked. You'll have to time this like a meaty in order for it to work, but its still VERY worth going for it. Paying attention to how much meter she has is a pretty good thing to do in general.<br />
*Like most mixup-oriented characters in GG, I-No has no health. Hit her once and you probably win.<br />
Assume every I-No you play against that isn't stumbling around at roundstart to be an execution god, however I-No has to play out of her mind in this matchup. One mistake that you capitalize on, intentionally or unintentionally, and she's a goner. Otherwise, poke, knockdown, grab. You know the drill.<br><br />
[[GGACR/I-No/Matchup/Potemkin#Your_Opponent.27s_Gameplan|There's a writeup by Mike Z]] going over similar topics.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Jam</font>===<br />
{{MatchupConciseWriteup|character=Jam<br />
|favorability={{clr|3|Average}}<br />
|oneliner=<big><big><big>{{clr|4|''WHA-CHAAA!''}}</big></big></big><br />
|summary=<br />
May as well mute the game and play [https://www.youtube.com/watch?v=2J0FHUPU7pI this] instead.<br />
*Jam has abysmal range on a lot of her buttons and relies on speed and whiff-punishing you instead to get cards. Both patient play and chasing her down can be effective if you're able to react to her.<br />
**{{clr|3|2S}} and {{clr|3|f.S}} are especially useful, many of her attempts at running in will be beaten.<br />
**Do not use Slide Head if she has a {{MMC|game=GGACR|chara=Jam Kuradoberi|input=236D|label=Ryuujin}} card. You will regret it.<br />
**Some Jams may resort to throwing out special moves randomly, using {{clr|2|5K}} or Buster will quickly stop them.<br />
*Jam relies a lot on poking you with quick buttons in pressure. With IB, this leaves tons of windows for buster.<br />
*{{MMC|game=GGACR|chara=Jam Kuradoberi|input=6H|label={{clr|4|6H}}}} is the devil and will be seen prominently both on the offense and defense for Jam. It's her main way of stopping you from simply bustering her over and over, and she will be keen on throwing it out a lot.<br />
**Learning to Slashback it will let you buster her for wildly throwing it out, evening the playing field a lot.<br />
*On the defensive, Jam can be very annoying due to her vast array of reversals, her {{MMC|game=GGACR|chara=Jam Kuradoberi|input=546|label=parry}}, and cancel options.<br />
**You feel free to find out how to punish {{clr|5|623D}} > {{clr|5|j.236D}}. Best you're getting is Slide Head.<br />
**Her parry acts as a decent anti-safejump and anti-air, and can be combined with {{clr|4|6H}} for an infuriating OS.<br />
This may all sound easy since you have a lot of counterplay, but Jam is incredibly fast and hits very hard, along with her eight billion different options to mash against you—plenty of which she can also make safe. Her reputation as a gorilla didn't come from thin air.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Justice</font>===<br />
{{MatchupConciseWriteup|character=Justice<br />
|favorability={{clr|4|Hard}}<br />
|oneliner=[https://streamable.com/eqepcv how it feels to play vs justice]<br />
|summary=<br />
It's hard to get in, but Justice plays similar rules to you, so it's not as insurmountable as you'd initially think.<br />
*Justice is just as immobile as you are, complete with being forced to use a command dash to close distance quickly. You can get away with Slide Head if she isn't in range for a jump-in/doesn't have meter for supers.<br />
*She has just as much range as you do on your buttons, if not more, except a lot of her normals and specials are multi-hitters that will stop you from using Hammerfall.<br />
*Flick every single nuke she fires at you that isn't K Nuke. You can guessflick the K Nuke explosion if you're cocky.<br />
**Look to trade with K nuke with {{clr|3|f.S}}. If you can't, air IB is also a decent option.<br />
*Playing footsies in this matchup is the key to survival. Both of you have great buttons against each other, your {{clr|1|6P}} in particular prevents her from just wanting to jump at you all day and your other ground buttons make her reconsider other options.<br />
**Unfortunately, her {{clr|1|6P}} is a 10f overhead on you, and {{clr|3|f.S}} blows up Hammerfall, so you need to play patient.<br />
*Justice's only real option on the defense against you is her backdash, which while good, can still be automatically beaten by a safejump into {{clr|2|5K}}.<br />
Every hit you take will likely result in you being sent flying to the other side of the screen.<br><br />
Justice carries a slight advantage in this matchup, but you compete very well with her despite being a grappler. Think of her as being like a Potemkin that traded the grab for nukes, she even has your same throw range and most Justice players tend to use that as a reversal more than their DP.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Kliff Undersn</font>===<br />
{{MatchupConciseWriteup|character=Kliff Undersn<br />
|favorability={{clr|3|Average}}<br />
|oneliner=[https://www.youtube.com/watch?v=gwxTZaa3NgI BONK.MP4]<br />
|summary=<br />
Pretty volatile matchup, but still in your favor. Don't let that fool you though, he can hold his own pretty well.<br />
*{{MMC|game=GGACR|chara=Kliff Undersn|input=Taunt|label=Taunt}} Can be flicked fairly easily in neutral, but he can force you to block by using it for Oki.<br />
* If he tries going for it on wake up or in neutral, his super {{MMC|game=GGACR|chara=Kliff Undersn|input=236236H|type=super|label=Reflex Roar}} can be flicked. If he goes for it up close however you'll have to do it preemptively, and doing it on his wakeup will require a meaty timing.<br />
* Kliff has big normals that can hit you from a distance, but dont let that stop you from attempting to counter poke him, most of his pokes have large hurtboxes to them as well.<br />
** your usual long range pokes will be f.S and 5.H, 2.S can see ''some success'' as well, but interestingly enough, hammerfall can make for an effective counterpoke particularly against air normals.<br />
*{{MMC|game=GGACR|chara=Kliff Undersn|input=214P|label=2-Steps Forward}} Is strike invuln for the whole duration, but its not ''throw invuln''. If you can smell him going for one, buster him for his troubles. <br />
*Kliff's damage output is very high, even on Potemkin, especially with a cranked up guard bar.<br />
** Even with that in mind, Kliff still has a low defense, and on top of that a low stun resistance in comparison to other characters with the same defense modifier. Along with having a guts modifier of 0, Kliff can get blown to smithereens if he's not careful.<br />
He can bonk you pretty hard, but you can bonk him pretty hard too. <br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Ky</font>===<br />
{{MatchupConciseWriteup|character=Ky Kiske<br />
|favorability={{clr|2|Easy}}<br />
|oneliner=France has nothing over Zeppian might<br />
|summary=<br />
Ky Kiske could be described as basic, white bread, vanilla (despite his choice in marriage), and plain. That about summarizes this matchup too.<br />
*Flick his projectiles, Charged Stun Edge can be flicked as well.<br />
*While his pokes are really good, yours still outrange him. Just be wary of {{clr|3|f.S}} and low profiles with Stun Dipper.<br />
*Greed Sever will hit you faster, but you have one of the best and most damaging ways to punish it.<br />
*Don't fall for Stun Dipper FRC Throw. Buster it if you can see it.<br />
*Vapor Thrust only hits once, frequently losing to Hammerfall.<br />
*Ky is seriously lacking without meter, and is forced to make you block for a long time to create any threat.<br />
*Your high HP makes it much harder for Ky to close games, worsening his meter reliance in this matchup.<br />
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Outside of neutral, you weirdly beat the shoto in pretty much every field here.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">May</font>===<br />
{{MatchupConciseWriteup|character=May<br />
|favorability={{clr|3|Average?}}<br />
|oneliner=Wait, people play this character?<br />
|summary=<br />
Congratulations, you somehow found someone who plays May in this game. You'll be glad to hear that this matchup is pretty straightforward, although May can be pretty ignorant.<br />
*<span class="MockCodeBlock">{{clr|5|2D}} > {{clr|4|623H}}</span> works on May. Just as good as it is against Faust. Can't do 2H? Do this!<br />
*Forget about Slide Head. May jumps a lot, and if she wants to be particularly disrespectful, she can {{MMC|game=GGACR|chara=May|input=5K|label={{clr|2|5K}}}} over it.<br />
*Also forget about air-to-airing. Your {{clr|1|6P}} is perfectly acceptable, but her air to air game is nigh uncontestable.<br />
*May has some particularly mean pokes to use against you while on the ground:<br />
**{{MMC|game=GGACR|chara=May|input=6P|label=Her {{clr|1|6P}}}} is a cockeyed monstrosity, not only being a great poke/anti-air, but also lets her blast {{clr|3|2S}} if she instant blocks the normal prior in a string.<br />
**{{MMC|game=GGACR|chara=May|input=3K|hitboxMode=true|imageNumber=4|label={{clr|2|3K}}}} goes under everything, making Sol look like a joke. Most often used when she has meter to cancel it.<br />
**In general, a large portion of her pokes convert to massive red bars and pure pain on your end. Be careful.<br />
*You can either jump or buster Overhead Kiss. If you're too slow on bustering, you'll both just whiff grabs in each others' faces with you recovering faster than her.<br />
*There are multiple ways you can deal with Dolphin:<br />
**Throw out random {{clr|1|5P}} pokes and buffer {{clr|3|2S}} to catch random dolphin spam while she's on the ground.<br />
**{{clr|1|6P}} can easily beat out Dolphin for a nice counterhit, however it's baitable and punishable by May.<br />
**IB {{clr|3|2S}} catches her after a blocked horizontal Dolphin, but it can be tricky to time.<br />
**Hammerfall (Brake), if you're quick you can catch her recovery, if not brake to take your turn.<br />
**If she uses FB Dolphin, you can flick it.<br />
*{{MMC|game=GGACR|chara=May|input=j.623H|label=Restive Rolling}} makes throwing out committal options like {{clr|4|2H}} a large risk, and you're going to see a lot of it.<br />
If you want it put simply, May is in the air a lot, so do a lot of {{clr|1|6P}} and then play Potemkin from then on forward. Get hit and May will make you feel like you're playing Chipp with how much damage she does.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Millia</font>===<br />
{{MatchupConciseWriteup|character=Millia Rage<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=millia players think their neutral is sick<br />
|summary=<br />
{{MMC|game=GGACR|chara=Millia Rage|input=j.214K/S|label=Pin}} was made specifically as some macabre punishment for you and your fellow Potemkin players. It's proof some greater power exists, and moreover, it hates us.<br />
*Millia's gameplan is very similar to yours, except she trades the tank factor for extreme agility. Her goal will be to knock you down and put you into looping oki. Also pin.<br />
**Flick is a godsend if she doesn't properly meaty her oki tools, such as {{MMC|game=GGACR|chara=Millia Rage|input=214H > H|label=Secret Garden}} and {{MMC|game=GGACR|chara=Millia Rage|input=236H|label=Tandom Top}}.<br />
**Unfortunately that's about as good as it gets. Your backdashes will get clipped and your other options won't help. Even if she gets some awkward stray hit on you, she can just use pin to knock you down again.<br />
**Her metered options, {{MMC|game=GGACR|chara=Millia Rage|input=236D|label=Pretty Maze}} and {{MMC|game=GGACR|chara=Millia Rage|input=214D > H|label=FB Secret Garden}} are also not worth challenging.<br />
*One of the best characters at buzzing over your head, which is a huge issue. {{clr|1|6P}} cannot be relied upon, because she can bait it with pin.<br />
**Pin is way too fast to reliably flick without a read. You will often be forced to respect it.<br />
**Secret Garden also doubles over as a guided projectile to harass and zone you with, she needs it.<br />
**Her backdash is extremely quick, although not invincible for very long, it's still enough to pose a problem.<br />
*As to be expected, Millia is as frail as her appearance suggests, and can be killed from two hits.<br />
*Hate. Let me tell you how much I've come to HATE Pin since I began to live.<br />
You can shout "braindead", "flowchart", "Millia is just Chipp for people afraid of execution", blah blah blah all day. It's not going to win you the game. All it takes is one careful hit, most of your basic combos will do half of her HP and any better hits you'd get from your oki will do even more. She's much more afraid of getting knocked down than you are as a result. Overall it's a highly volatile matchup where one player is playing the game and the other is screaming at the screen about how cheap the other character is, could be either of you.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Order-Sol</font>===<br />
{{MatchupConciseWriteup|character=Order-Sol<br />
|favorability={{clr|3|Average}}<br />
|oneliner=We have no idea what to do here, but we somehow still win<br />
|summary=<br />
We asked multiple Potemkin players what their thoughts were on the Order-Sol matchup before adding this to the page, and they all replied "I have no clue."<br />
*Order-Sol primarily operates as an even quicker, even more aggressive version of normal Sol. There's no Gunflame for you to flick, but there will be a low jump arc with a lot of airdashing into {{clr|1|j.P}} and {{clr|4|j.H}}. Reactive play and controlling space is quite strong against him, but errors will be heavily punished.<br />
**{{clr|5|2D}} low profiles a lot of stuff while moving forward, as does Gunblaze.<br />
**Without charge, Order-Sol's specials won't get him very far in neutral against you, so he'll be looking for windows to manual charge. More on that below.<br />
*Buster invalidates charge cancel stagger pressure. Instead, he'll be once again abusing his low jump arc, throw invincible {{clr|2|6K}}, and the occasional overhead.<br />
*Don't be fooled by Order-Sol's lack of traditional anti-airs, Gunblaze will beat all of your jump-ins handily.<br />
*How to deal with Manual Charge > {{MMC|chara=Order-Sol|input=214[D] > H|label=Charge Burst}}:<br />
**Your {{clr|2|6K}} looks identical to Slide Head, whiff it in neutral to get him to charge burst and then Hammerfall to close distance (or Slide Head again if he was very late).<br />
**Hammerfall is also easy to trick Orders with, as many expect you to rush in fully and attack. Let Hammerfall rock for a bit, then brake, and punish his response.<br />
**Some will opt to drop their charge on reaction instead of bursting (or randomly). Oftentimes they will run in thinking they have a window any way, giving you easy answers for stuffing their approach.<br />
*Giganter against meaty {{clr|2|6K}} gets you out at worst, nukes Order-Sol at best.<br />
*Yes, Order-Sols like to [https://clips.twitch.tv/PlainSoftAntelopeHeyGirl-FRM04yQf1XI2vJyc go wild] as well. See Sol Badguy for what to do against them.<br />
Typical Pot matchup once you get in, especially thanks to Storm Viper being a terribly slow DP that lets you use superjump "safejumps" without worrying. His {{clr|2|6K}} will be seen a bit to stop buster tick throws.<br/>One extra thing to consider is Order-Sol's playerbase, and how to exploit them. Most Order-Sol players are quite hot-headed and tend to go for comically risky "flex" maneuvers to try and style on you. Don't be fooled, and don't let them shake your mental. Try to bait them into these crazy antics and kill them for it.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Potemkin</font>===<br />
{{MatchupConciseWriteup|character=Potemkin<br />
|favorability={{clr|1|Very Easy}}<br />
|oneliner=Laughably easy matchup, basically free. Imagine losing this.<br />
|summary=<br />
Seriously, this is the dumbest mirror match in the world. There's no real advice that could be given here.<br />
*Buster beats everything Potemkin can do, including Buster.<br />
*Hammerfall Pressure is a joke, just buster him. Even in his plus frames he's not fast enough to get you.<br />
*Buster can prove to be a problem, but it's not that big of a deal if you just buster him.<br />
<br />
Potemkin's toolkit counters Potemkin stupidly well especially when combined with the things every Potemkin player should already be doing like Instant Block. Expect lots of poking before going into a ridiculous scramble situation where the two of you are throwing out buster like madmen. Avoid Hammerfall outside of combos or oki, the first person to Hammerfall puts themselves in a very dangerous position due to how fast Buster comes out.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Robo-Ky</font>===<br />
{{MatchupConciseWriteup|character=Robo-Ky<br />
|favorability={{clr|2|Easy}}<br />
|oneliner=The P.W.A.B. has nothing over Zeppian might<br />
|summary=<br />
Robo-Ky could be described as gimmicky, over-engineered, perverted (seeing his choice in marriage), and eccentric. That about summarizes this matchup too.<br />
*Flick his projectiles, {{clr|1|6P}} and {{clr|4|2H}} can be flicked as well.<br />
*While his pokes are good, yours still outrange him. Just be wary of low profiles with {{MMC|game=GGACR|chara=Robo-Ky|input=2K|hitboxMode=true|label={{clr|2|2K}}}}.<br />
*Backdash Buster his {{MMC|game=GGACR|chara=Robo-Ky|input=66X|label=dash attack}} or else he's going to fraud you with it.<br />
*{{MMC|game=GGACR|chara=Robo-Ky|input=63214K|label=S-KY-LINE}} is throw invincible. Don't try to buster it.<br />
*Wakeup Megafist will go over his {{MMC|chara=Robo-Ky|input=236S Lv1|label=Bazooka}} oki.<br />
*His DP is a nightmare to deal with, starting up incredibly fast, and hitting overhead if TK'd. Be wary of him using it alongside his delayed wakeup.<br />
*Robo-Ky is seriously lacking without meter, and he starts every round without meter. An early lead is a win.<br />
*Your high stun resistance makes it much harder for Robo-Ky to close the game with missile loops.<br />
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Give him too much leeway and he can really hit hard, don't let him start bullying you in neutral at max meter.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Slayer</font>===<br />
{{MatchupConciseWriteup|character=Slayer<br />
|favorability={{clr|2|Easy}}<br />
|oneliner=Comes to you and gets himself bustered<br />
|summary=Boxer character with few throw invuln moves, and is woefully outranged in neutral. You have the upper hand.<br />
*Potemkin Buster can interrupt a ton of his strings, and even catch Dandy Step. It's a massive hurdle for him.<br />
**IB Buster makes Slayer's life even harder as his safer mixups are now very punishable.<br />
**Slayer lacks multi-hitting moves and gatlings, making it very hard for him to contest Hammerfall. ALWAYS FRC IT, if it's blocked Slayer will punish into BIG damage.<br />
*Although Slayer is very outranged, he still has a few pokes worth respecting:<br />
**He can stuff your pokes with {{MMC|game=GGACR|chara=Slayer|input=5H|label={{clr|4|5H}}}} and {{MMC|game=GGACR|chara=Slayer|input=6P|label={{clr|1|6P}}}}, and potentially convert into huge damage.<br />
**Slayer sports many good air buttons, and {{MMC|game=GGACR|chara=Slayer|input=j.2K|label={{clr|2|j.2K}}}} makes it difficult to anti-air him.<br />
*Pressure Slayer on wakeup to learn what BDC is, and you thought ''your'' backdash buster was good.<br />
Still as slippery as ever, but your toolset stops him from really doing a lot once he gets away from you. Slayer takes many risks trying to get in on you, so the situation is more skewed than you'd initially think. Keep in mind, Slayer can still mop the floor with you should you be playing crappy, it's what he's truly good at after all.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Sol</font>===<br />
{{MatchupConciseWriteup|character=Sol Badguy<br />
|favorability={{clr|3|Average}}<br />
|oneliner=Protagonist Buttons<br />
|summary=<br />
It's Sol Badguy. This is a simple matchup, with you two sharing similar gameplans on the surface level. Both of you are trying to grab each other, but you have better range and a better grab.<br />
*Potemkin Buster is throw invuln. Wild Throw attempts can be beaten just by bustering him.<br />
*Sol's pokes are fast, highly advantageous and great at the mid-range. Much of neutral will be a tug-of-war between him playing at this range, or trying to get there with airdashes or Gunflame.<br />
*IB is amazingly useful against any of Sol's gimmick pressure options, like the Bandit attacks. IBing a Bandit Bringer is a guaranteed buster punish.<br />
**Don't be mislead into playing crazy because of this, Sol deals a ton of damage to you as well.<br />
*One of few characters you can combo midscreen from Pot Buster with a linked {{clr|3|f.S}}. If you can get the timing down, it's very worth it.<br />
*The truly hard part is Sol's defensive game. Grand Viper and Volcanic Viper will blow through Hammerfall, and can make Sol very slippery.<br />
Sol sports better mobility and his own set of close-range god buttons, but can ironically find it difficult to get in on you thanks to your own buttons. Flicking Gunflame can be tricky, but you're always going to want to do it when possible. Don't get cocky with busters, as he can punish you harshly on the wrong move. Overall, there's not many tricks to this matchup on either end. Do your typical Pot stuff, IB and safejump his DP, so on.<br />
{{{!}} class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Fighting Wild Sols" data-collapsetext="What a waste of time!"<br />
{{!}}+ style="white-space: nowrap; text-align: left;" {{!}}<br />
{{!}}-<br />
{{!}}<br />
{{Character Label|GGACR|Sol|label=Wild Sol}}<br/>'''({{clr|1|Very Easy}})<br/><br />
"Wild Sols" are an inevitable part of fighting against Sol, [https://youtu.be/NEuOBph-XA0 no matter the game]. Their entire gameplan will revolve around being as random and disrespectful as possible, so beating them has absolutely nothing to do with actually understanding Potemkin or Sol, it's just whether or not you know how to anti-air.<br />
*Contrary to their chaotic gameplan, most Wild Sols are flowcharts. Predict one, you can predict them all.<br />
*{{clr|1|6P}} to shut down lazy Riot Stomp roundstarts/approaches. Try not to do it early, remember your 6P is invuln for very long so you can afford to be quite late on beating it, preventing him from FRCing to fake you out.<br />
*Expect hefty amounts of random special move spam. Buster all of it.<br />
**IB against Bandit Revolver/Bringer lets you buster them for free, and it's common to see Wild Sols cancel into immediate DPs regardless.<br />
**Dragon Install may be thrown out in neutral sometimes. Remember that Sol has an IAS overhead in DI and you'll likely be fine, wait for it to run out or knock him down and kill him.<br />
*Very few of them will know how to actually combo after Grand Viper, and they'll typically throw it out randomly rather than as a response to your pokes. Block low and punish, be ready for the RC into Wild Throw.<br />
*They will DP on every wakeup. Don't even bother, safejump every time.<br />
**No, they will never backdash. Volcanic Viper every time.<br />
**This is how you win even if they seem to have a vague idea of what to do, since they'll always kill themselves on wakeup any way. Knockdown, safejump, repeat.<br />
As long as you're fundamentally sound, you should never lose to 99% of Wild Sols. If you do lose, it's worth checking the replay to see where you were going wrong—impatience is a common one among beginners.<br />
{{!}}}<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Testament</font>===<br />
{{MatchupConciseWriteup|character=Testament<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=The bell tolls for thee<br />
|summary=<br />
[[File:GGACR Testament 236D PotMatchup.png|frameless|right]]<br />
*{{MMC|chara=Testament|game=GGACR|input=236D|label={{clr|5|236D}}}} is a massive pain, and will curse you even if you flick it. Flicking it is still advised. Look to flick the crow's attacks if Testament lets you do it for free. See image.<br />
*They have extremely long combos against you building tons of meter, [https://youtu.be/Lx55uzaJS64 including a practical and easy infinite.]<br />
*Master of Puppets is near checkmate level hard if you let them get one combo off.<br />
*Look to jump or hard read and flick neutral Beasts. And be able to backdash Beast oki; Testament then has to delay Beasts to catch it, which you can then jump/flick.<br />
*Testament's reversal is +9 on block. If you are expecting them to do it, you can buster as the active only comes 5 frames after start up. If you are not in range, flick.<br />
*It is possible to Buster/BD certain gaps in Testament pressure if you IB, especially if you are expecting a 6P. However, beware that their pressure becomes gapless with Beast FRC.<br />
*Just read Testament's page. You'll get the gist pretty fast.<br />
Flick, J.P, and air IB can disarm their nests, fortunately, but there's not much real counterplay. That means you don't need to lab anything crazy yourself, but it also means you don't have any secret special techniques to stop them with.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Venom</font>===<br />
{{MatchupConciseWriteup|character=Venom<br />
|favorability={{clr|3|Average}}<br />
|oneliner="Just flick Venom."<br />
|summary=Venom lives and dies on gimmicks. If he can't keep you out, it's over.<br />
*Flick destroys his zoning efforts. And his pressure. And his entire character. This is the matchup maker.<br />
**A smart Venom will attempt to vary his timings and feint shots, so keep in mind there may be times where it's better to just block. Some games, you won't flick at all and you'll still win.<br />
**Beware of FB Stinger and screen flooding. If you flick a charged Stinger, remember to block immediately.<br />
*Both of you have fantastic buttons in neutral that compete with each other just fine, he's better than you at the mid-range and you're better than him at the long range.<br />
**Venom will likely find himself airborne a lot, so acquaint yourself with {{clr|1|6P}} and look out for teleports.<br />
*Venom's defense is nonexistent against you.<br />
**He has a {{MMC|game=GGACR|chara=Venom|input=6P|hitboxMode=true|imageNumber=2|label=terrible anti-air}} that gives him zero damage while elegantly murdering him if he screws it up.<br />
**Your {{clr|2|5K}} auto-beats his backdash and is an easy confirm.<br />
**He has no reversals to speak of besides Burst and Dead Angle.<br />
*Venom's pressure cracks under IB and especially Faultless Defense.<br />
**Avoid using Hammerfall often as Venom has tons of multi-hitting attacks and option selects to beat it.<br />
*Venom NEEDS meter and generally does terrible damage and has limited pressure without it. Getting an early lead and starving him nearly guarantees you the round.<br />
*Laugh at him if he accidentally uses {{MMC|game=GGACR|chara=Venom|input=623D|label={{clr|5|623D}}}}. It's a frequent misinput that gives you the game for free.<br />
Venom on paper should cream Potemkin, but he's really fighting for his life. He's going to be jumping like the floor's lava when he's not pressing {{MMC|game=GGACR|chara=Venom|input=f.S|label={{clr|3|f.S}}}} or {{MMC|game=GGACR|chara=Venom|input=2D|label={{clr|5|2D}}}} to get his balls out against you, and his lopsided pressure rewards you for blocking and punishing him more than it rewards him for hitting you. Get in and he's done.<br />
}}<br />
<br />
===<font style="visibility:hidden" size="0">Zappa</font>===<br />
{{MatchupConciseWriteup|character=Zappa<br />
|favorability={{clr|5|Struggle}}<br />
|oneliner=this character is why hatemail exists<br />
|summary=<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Zappa_sword_jS.png<br />
GGAC_Zappa_dog_4DD.png<br />
</gallery><br />
;Naked/In General<br />
* Zappa has an incredible backdash that he'll likely use a lot to try and avoid you.<br />
* Low profile dash can circumvent your longer ranged normals. Between this and backdash, he will be hard to catch.<br />
* Naked Zappa has a free reversal in 236P. It is, however, slower than the common DP and leaves Zappa in a predictable, grounded situation. If he doesn't have meter, this is a free punish.<br />
It's not quite Bridget at match start, but it can get worse if the Zappa knows what he's doing. Kill him as fast as you can. Otherwise this is just the same as your typical Potemkin matchup except very very hard; slowly walk forward, be patient, get a knockdown and run your vortex<br />
;Triplets<br />
* Low profile, starring long-reaching normals<br />
* Flick the ghost ball whenever you see it, otherwise treat this about the same as above<br />
Very annoying and will whittle you down steadily, but compared to his other ghosts, they're far from unmanageable.<br />
;Dog<br />
* You're going to get sandwiched between Dog and eat a lot of pressure.<br />
* Most of Dog's grounded pressure options are air unblockable, but the followups are not.<br />
* Will tank a hit for Zappa. Pressuring him with normals is inadvisable.<br />
* An absolute war crime. Your only reprieve is insulting the Zappa player.<br />
Dog is Zappa's most powerful summon. Should Dog appear, you have a timeframe to knockdown Zappa, grab him, or pray that you are somehow able to stop him from sandwiching Dog between you and him. If this happens, you will be put in a mixup city that whittles down your high health pool way faster than you'd want. As Zappa will be staying close to you, there's the off-chance you can Slashback or Buster him, but these are extreme risks that will be punished heavily.<br />
;Sword<br />
* You're damn near helpless against Sword due to your 5f jump startup and slow movement. Hope he doesn't get it.<br />
* IB and jump a lot here too, FD his specials. Taking a hit and airteching forward is seriously one of your best options here for closing distance.<br />
* Slide Head's upper body invuln can save you, and getting the knockdown means Zappa loses his ghost.<br />
If he gets Sword, cry. While Dog may be better than Sword, Potemkin has a much harder time dealing with a threat from fullscreen that Sword provides than other characters do. If you beat a Sword Zappa, he is legally obligated to uninstall the game.<br />
;Raou<br />
* Laugh.<br />
* He will likely attempt to unsummon Raou as fast as he can. DO NOT GET GREEDY, as if he sees you rapidly approaching he may just use Raou DP and ruin your weekend.<br />
* Raou has long normals and good tools, so he can still put up a decent fight.<br />
Your big break! Ironically, this is Zappa's worst summon. It's certainly not incredibly easy as Raou's huge range combined with Zappa's amazing mobility can still give you great difficulty, but it's no where near as bad as Dog or Sword beyond the DP.<br />
}}<br />
<br />
==Matchups in Detail==<br />
Grab them.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Potemkin|size=42px}}</center><br />
{{GGACR/CharacterLinks}}<br />
{{GGACR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=DBFZ/Broly&diff=444281DBFZ/Broly2024-01-30T08:13:54Z<p>JC: /* Powered Shell */</p>
<hr />
<div>{{MFlag|cleaning}}<br />
==Overview==<br />
{{DBFZ/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content='''Broly''' is both a zoner ''and'' a grappler, a combination fitting for the Devil. Broly's neutral and pressure make him one of the most terrifying opponents in the game, as he can effectively control any space on the screen with his armor and projectiles. Broly's {{MMC|input=5S|label={{clr|S|5S}}}} is an incredible zoning tool, much larger than other Ki Blasts while also piercing through them, and can be aimed upwards to stop opponents from escaping. If any opponent tries to retaliate against his {{clr|S|5S}}, he will just set up {{MMC|input=214S|label={{clr|S|214S}}}}, shielding himself from every projectile and assist, winning neutral instantly. Plus, quite unfortunately, it's when Broly gets close that he's at his scariest. Terrific frame data, an armored {{keyword|tick throw}} with {{MMC|input=214L|label={{clr|L|214L}}}} and a {{keyword|tiger knee}}-able air grab, Broly can easily grapple and frame trap opponents. Even on defense, Broly is far from helpless thanks to his armor and [[DBFZ/Broly#Lariat Express|Lariat Express]]. All of this resulted in Broly's famed community nickname being coined, "Z Bully."<br />
<br />
What can be inferred from this is that Broly's strengths are unrivalled in number and magnitude. But the Bully is dwindled without his bat, ''per se''. Because he only has one unscaled starter ({{MMC|input=5LL|label={{clr|L|5LL}}}}), Broly relies on having a lot of meter to burn to deal heavy damage, and eats through it fast, notably with Gigantic Meteor combos. Furthermore, being the largest character in the game, with a lot of recovery on his moves, means he can be left helpless if he misses. Finally, in a game where many characters have been retroactively given guard-point [[DBFZ/Piccolo#5S|on]] [[DBFZ/GT_Goku#Reverse_Kamehameha|their]] [[DBFZ/SSB_Vegeta#On_a_scale_of_one_to_ten,_I'll_give_you_a_three!|own]] [[DBFZ/Jiren#2S|attacks]], Broly is still stuck with the classic armor system of 1 hit of armor most of the time.<br />
<br />
However, while you were reading that, you probably just got hit yet again by either tick throw {{clr|L|214L}}, 10 rounds of {{clr|S|5S}}, or a ({{MMC|input=236H|label={{clr|H|236H}}}}) into a gigantic combo if you got impatient and skipped to this part. Broly truly is the controller-breaker and rage-inducer in one nasty package: If you like making opponents feel embittered, predictable, and helpless, you will revel in the might of the Legendary Super Saiyan, Broly.<br />
<br />
''Note: Commonly referred to as '''Z Broly''' by the community, to differentiate him from [[DBFZ/DBS_Broly|the other Broly.]]''<br />
}}<br />
{{DBFZ/Infobox<br />
|fastestAttack=<br />
|reversal=<br />
}}<br />
{{ProsAndCons<br />
|intro=is a massive brute who uses a combination of powerful blows and command grabs imbued with super armor to bully his victims.<br />
|pros= <br />
* '''Fantastic Neutral:''' Neutral game is absolutely devilish, with huge normals, one of a kind [[DBFZ/Broly#5S|Ki Blast]], a counter-zoning tool in {{MMC|input=214S|label=Powered Shell}}, many armored moves, and a very proficient anti-air grab in {{MMC|input=j.214L|label=Gigantic Strike}}.<br />
* '''Versatile Mix-ups:''' Strong stagger potential combined with {{MMC|input=214L|label=a fast, armored grab}} make defending against him an absolute nightmare.<br />
* '''Unique Level 3:''' {{MMC|input=214H+S|label=Gigantic Meteor}} is very versatile, enables extreme damage off of his grabs and can even give forbidden mixup in the corner. Its {{clr|H|H}}+{{clr|S|S}} variant on the other hand is very combo friendly and excellent for meter dumping.<br />
|cons= <br />
* '''Resource Reliant:''' Without resources, Broly's damage output is on the lower end. He needs assists and meters to achieve Bully status, and will also burn through them relatively fast.<br />
* '''Large Hurtbox:''' Broly's size makes him more susceptible to random hits than others. While Broly does have armor to compensate, his normals and special moves are pretty slow and leave him wide open if whiffed. <br />
|difficulty_rating=5<br />
}}<br />
</div><br />
<br />
===Unique Abilities===<br />
{{card|width=4<br />
|header=Oops! All Armor<br />
|content=Almost all of Broly's attacks have guard point against Ki Blast and at least one hit of armor that absorbs all attacks except Vanish, Supers and Sparking Blast. Though there are a few caveats:<br />
*Armor comes with higher initial proration values, reducing his overall damage potential<br />
*Normal attacks are only armored if they're the first attack of the string. He cannot utilize the armor property during a blockstring without using specials<br />
*Armored air normals lose specifically to {{clr|H|2H}}, but not to other Head invulnerable attacks<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|L|5L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5L,5LL,5LLL<br />
|description=<br />
;{{clr|L|5L}}<br />
A log of a 5L.<br />
* Whiffs against short or crouching opponents at longer range.<br />
* Uncharacteristically high and big for a jab, can be used as a ghetto anti-air, but is also susceptible to low profile attacks such as most 2Ms.<br />
<br />
At 7f of startup, Broly cannot use {{clr|L|5L}} to contest in ±0 situations like after a blocked {{clr|M|6M}}. Thankfully, his armored specials can be used as reversals instead.<br />
----<br />
;{{clr|L|5LL}}<br />
Broly's bat.<br />
* The only attack in Broly's moveset that is an unscaled / "Medium" starter.<br />
* '''Do not get hit by this.''' A common setup is {{clr|L|5L}} > delay {{clr|L|5LL}}.<br />
On almost all common openings, Broly's damage output can be described as on the lower end. This move however, exists to give you a taste of what a genuine demon Broly could've been if his other normals don't have extra proration.<br />
<br />
This is just one of the reasons why your opponent is doomed from the moment they block Broly. He can simply repeat {{clr|L|5L}} > delay {{clr|L|5LL}} to keep up his pressure in addition to literally every other tool. Both moves have great range and are only -2 on block, making them superb stagger tools. If they continue to block, then eating a command grab is inevitable, but if they wiggle to try to escape, then they risk outright die against {{clr|L|5LL}}.<br />
----<br />
;{{clr|L|5LLL}}<br />
A convenient grab.<br />
* Switches sides on hit. And despite the animation, Broly stays grounded.<br />
* Cancelling into this from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work.<br />
Mostly used for post-Vanish extension, as he has better combo routes in other situations.<br />
<br />
With low blockstun assists, he can get a cheeky tickthrow from {{clr|L|5LL}} + Assist > {{clr|L|5LLL}}. Though the reward is not that high.<br />
}}<br />
<br />
===<big>{{clr|M|5M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=5M<br />
|description=<br />
Long range, advancing, big size attack.<br />
* Due to having armor, has higher proration level than other characters' mediums.<br />
An unorthodox {{clr|M|5M}} that trades damage and speed for range and armor. Fairly standard use otherwise.<br />
essential for comboing into {{clr|H|2H}}, as Broly's {{clr|H|2H}} is terrible horizontal range and {{clr|M|5M}} pushes him close to his opponent.<br />
}}<br />
<br />
===<big>{{clr|H|5H}}</big>===<br />
{{InputBadge|'''(Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=5H<br />
|description=<br />
One of Broly's numerous smash starters.<br />
* Cannot true string from any normal, always leaving at least an 1f gap.<br />
* Smash hit wall splats.<br />
* Can be charged by holding down the button. Full charge increases damage and makes Broly move forward further.<br />
Forms a simple mix-up with delayed {{clr|L|214L}}, since they have deceptively similar start-up animations. Reflecting will beat {{clr|H|5H}} but lose to {{clr|L|214L}}, while chicken blocking will beat {{clr|L|214L}} but lose to {{clr|H|5H}}.<br />
}}<br />
<br />
===<big>{{clr|S|5S}}</big>===<br />
{{InputBadge|'''(Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=5S<br />
|description=<br />
A key part of Broly's neutral and maintains pressure at all ranges. The Ki Blasts are very fast, counterzone other Ki Blasts and can cover a large part of the screen when mixing between {{clr|S|5S}} and {{clr|S|5S}}[8].<br />
<br />
It's not completely infallible though, Broly still has to actively react to Super Dash for a punish, and the Ki Blasts themselves can be avoided by dash super jumps or beaten by beams.<br />
* Any of the Ki Blasts can be aimed upwards with {{clr|S|5S}}[8].<br />
* Pierces through other Level 1 projectiles on contact.<br />
* Last Ki Blast launches on hit.<br />
* Aimed down Ki Blasts have a small deadzone. Can whiff against small or crouching opponents at roundstart distance.<br />
<br />
<br />
It's not completely infallible though, Broly still has to actively react to Super Dash for a punish, and the Ki Blasts themselves can be avoided by dash super jumps or beaten by beams.<br />
}}<br />
<br />
===<big>{{clr|L|2L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2L<br />
|description=<br />
Another great, long range stagger tool along with {{clr|L|5L}} and {{clr|L|5LL}}.<br />
* Being 0 on block means you can dashblock to bait a reversal, or even back dash {{clr|L|5LL}} for a nasty read.<br />
}}<br />
<br />
===<big>{{clr|M|2M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2M<br />
|description=<br />
Long range sweep that is not safe on block, making any string after lights somewhat committal.<br />
* Moves Broly forward a tiny bit.<br />
* Due to having armor, has higher proration level than other characters' mediums.<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=2H<br />
|description=<br />
This move is god. Head invulnerable from frame 4, and fully armored from frame 9. It hits most characters at the apex of their jumps, which lets you shut down most air approaches and IAD pressure resets. If they block it, it also leads to a strike/throw mixup with {{clr|S|236S}} or {{clr|L|214L}}. Run up > {{clr|H|2H}} is actually a pretty good idea with Z Broly due to the sheer amount of options it covers.<br />
* Short horizontal range, but very big vertically.<br />
* Combo into this with {{clr|M|2M}} > {{clr|M|5M}}, other routes will whiff.<br />
<br />
Due to its reach, Broly can also convert stray SD hit against grounded opponents with something like SD > delay {{clr|M|j.M}} > {{clr|L|j.L}} ▷ {{clr|H|2H}} > SD etc.<br />
}}<br />
<br />
===<big>{{clr|M|6M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=6M<br />
|description=<br />
Universal overhead with above average range. <br/>Very useful when used as a corner meaty thanks to its crazy range catching all techs and leaving Broly plus, if timed perfectly he can even continue a combo should the opponent get hit. It's gimmicky but fun.</br><br />
A setup for this is j.{{clr|H|2H}}/{{clr|H|3H}} knockdown > meaty {{clr|M|6M}}.<br />
}}<br />
<br />
===<big>{{clr|L|j.L}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.L<br />
|description=<br />
Not useful for jump-ins, but it's a good combo filler due to its high hitstun and Broly aiming the punch slightly upwards.<br />
}}<br />
<br />
===<big>{{clr|M|j.M}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.M<br />
|description=<br />
* Aimed slightly downwards.<br />
Very good for IAD jump-ins and is especially good for midscreen IAD cross-ups.<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.H<br />
|description=<br />
;{{clr|H|j.H}}<br />
Unique knockdown {{clr|H|j.H}} that has uses as a combo extender. On Smash hit, Broly dunks the opponent down to the ground and bounces them up with so much hitstun that he can continue the combo with dash {{clr|L|5L}} > {{clr|L|5LL}}...<br />
----<br />
;{{clr|L|5LLLLLLL}}<br />
Also unique in that it's the only {{clr|L|5LLLLLLL}} with no unique properties compared to {{clr|H|j.H}}, other than giving a Dragon Ball.<br />
}}<br />
<br />
===<big>{{clr|S|j.S}}</big>===<br />
{{InputBadge|'''(Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=j.S<br />
|description=<br />
Another solid zoning tool, though not as good as {{clr|S|5S}}.<br />
* Any of the Ki Blasts can be aimed downwards with {{clr|S|j.S}}[8]. This can work as a same side fakeout to complement his crossups.<br />
* Pierces through other Level 1 projectiles on contact.<br />
* Last Ki Blast launches on hit.<br />
* Freezes Broly in place while preserving his momentum.<br />
Mostly combo filler for meter gain. Broly wants to be able to reliably anti-air the opponent should they attempt to superdash his zoning, though there's a mindgame of if he will continue stalling his air momentum or just stop firing. The best tool he can use for that after {{clr|S|j.S}} is {{clr|H|j.214H}}.<br />
}}<br />
<br />
===<big>{{clr|H|j.2H}}</big>===<br />
{{DBFZ_Move_Card<br />
|input=j.2H<br />
|description=<br />
Broly stomps down, bringing his opponent with him. One of his main combo enders. Smash on air-to-air hit, gives a short sliding knockdown. Holding a forward direction during startup will increase its range horizontally, thus {{clr|H|j.[3]H}} is the one to use most of the time.<br />
<br />
In the corner, {{clr|H|j.[3]H}} > {{clr|S|214S}} lets him put up barrier while still having enough frame advantage for a safejump. Another option is {{clr|H|j.[3]H}} > {{clr|M|214M}} (whiff), IAD {{clr|H|j.H}}, which is an auto-timed safejump that lets your assists regenerate.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Lariat Express</big>===<br />
{{InputBadge|'''{{clr|L|236L}}'''}} or {{InputBadge|'''{{clr|M|236M}}/{{clr|H|H}} (Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=236L,236M,236H<br />
|description=<br />
;All Versions<br />
Broly clotheslines the enemy. Has armor, goes far, and converts into combos after the {{clr|M|M}}/{{clr|H|H}} versions.<br />
* Has 10 hits of armor.<br />
* Smash hit carries to the corner, corner splats and can be comboed off of meterlessly.<br />
* Regardless of Smash, all versions can combo directly into {{clr|H|H}}+{{clr|S|S}} Gigantic Meteor at low hitstun decay in the corner.<br />
* On block, 236X > Vanish has an 1f gap. Spending a bar like this is safe against {{clr|H|2H}}, but Reflect and frame 1 anti-air/DPs will still be a threat.<br />
[[DBFZ/Broly/Strategy#Defense|Can be used very well defensively.]] With Sparking or Limit Break, it's one of the scariest and most obnoxious defensive options in the game.<br />
----<br />
;{{clr|L|236L}}<br />
Moves forward about half screen. Used as a meterless reversal, since it has frame 4 armor and is decently fast.<br />
* Moves forward about half screen.<br />
<br />
The armor property is lost after the active frames end, leaving Broly vulnerable to a counter hit if he only makes contact against an assist.<br />
----<br />
;{{clr|M|236M}}<br />
Stays in place for a while before charging fullscreen forward. Not too recommended since it's horribly slow, allowing the opponent to react with Vanish or even Supers if they trigger his armor. <br />
* Can be charged up for more damage. <br />
<br />
<br />
The charged up damage is applied once the screen starts shaking, a little before the max charge time.<br />
----<br />
;{{clr|H|236H}}<br />
The {{clr|M|M}} version but a lot faster. Combos from {{clr|M|2M}}, allowing for full corner carry and a corner combo from anywhere on the screen. Broly can delay {{clr|L|5L}} to extend the combo after hitting this move.<br />
*Enemy bounces off the ground comically before getting up, allowing for easy oki or super conversions.<br />
<br />
Very fair meter dump move when combined with Gigantic Meteor, as Broly will instantly put the opponent in the corner, take over half of their HP bar in a combo, level 3, and now they're in knockdown state; assuming they're not dead.</br> TOD starter in limit break.<br />
}}<br />
<br />
===<big>Gigantic Claw</big>===<br />
{{InputBadge|'''{{clr|L|214L}}'''}} or {{InputBadge|'''{{clr|M|214M}}/{{clr|H|H}} (Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214L,214M,214H<br />
|description=<br />
;All Versions<br />
Scary grabs. They have fairly low recovery, so if the opponent guesses correctly and jumps up, Broly will most likely already recover in time against something like a falling {{clr|M|j.M}}. In order to punish these grabs, they will have to go for hard reads like IAD or SD. <br />
;{{clr|L|214L}}<br />
An unreactable, armored command grab that works at any point in a blockstring. Due to all of Broly's button having high blockstun, Broly has to delay cancel into this if he wants to tick throw. <br>Delayed strikes and this grab are the main source of Broly's pressure. Always keep this option in mind when blocking against Broly!<br />
* Always causes a sliding knockdown.<br />
Frame trap vs delayed {{clr|L|214L}} is a very efficient mixup. The opponent has very low chances of successfully mashing back due to Broly's armor, they can't chicken block because Broly can frame trap the jump's startup. Even though a solo Broly can only extend with Supers on hit, his reward off of command grab > Super is the highest in the game. On midscreen hit, {{clr|L|214L}} > {{clr|H|236H}}+{{clr|S|S}} is 3k, and if Broly's in Sparking or Limit Break, {{clr|L|214L}} > {{clr|L|214L}}+{{clr|M|M}} will do a whopping 5.5k. Its high damage also makes it a good combo ender, e.g. corner [DR] > {{clr|L|214L}} > {{clr|L|236L}}+{{clr|M|M}}.<br />
<br />
----<br />
;{{clr|M|214M}}<br />
The {{clr|L|L}} version if it was slower but let you combo out of it solo.<br />
* Smash hit causes a wall splat for a conversion in the corner.<br />
* Non-Smash hit causes a sliding knockdown like L version.<br />
* Deceptively long range, about one character length.<br />
* Can be charged up for more damage.<br />
Perfect amount of startup for frame-perfect tick throw from any normals, but inferior to the L version due to its much more reactable start-up animation.<br />
<br />
The charged up damage is applied once the screen starts shaking, a little before the max charge time.<br />
----<br />
;{{clr|H|214H}}<br />
Fast and comboable grab, but the EX shine makes it more obvious to see.<br />
* Smash hit wall bounces, allows for a solo combo anywhere on the screen.<br />
* Non-Smash hit causes a sliding knockdown like L version.<br />
* Huge range. Connects from round start position.<br />
* Can also be charged up for more damage.<br />
Basically just {{clr|M|214M}} with higher reward.<br />
}}<br />
<br />
===<big>Gigantic Strike</big>===<br />
{{InputBadge|'''{{clr|L|j.214L}}'''}} or {{InputBadge|'''{{clr|M|j.214M}}/{{clr|H|H}} (Hold OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=j.214L,j.214M,j.214H<br />
|description=<br />
Broly charges in place before violently thrusting upward and grabbing the enemy.<br />
* All versions switch sides on hit.<br />
* Like most of his special moves, M and H versions can be charged up for more damage.<br />
----<br />
;{{clr|L|j.214L}}<br />
Doesn't go very far.<br />
* Fast, but short range.<br />
Mostly used as combo filler before Vanish due to not having Smash property, while putting the opponent in a very convenient position for a grounded extension.<br />
----<br />
;{{clr|M|j.214M}}<br />
Slower, but longer grab range.<br />
* Causes a short sliding knockdown.<br />
Acts as a midscreen combo ender for when you don't wanna spend any extra resources. The sliding knockdown allows you to dash up and meaty {{clr|L|5L}}/{{clr|L|2L}}, but not much else.<br />
----<br />
;{{clr|H|j.214H}}<br />
Broly's fastest air grab, with massive range to boot. Great for reading jumpy opponents in neutral, as it does some serious mental damage.<br />
* Causes a big ground bounce sliding knockdown.<br />
Has crazy air control, as it's super fast, deals as much damage as a Level 1 Super (and more if charged up), and can be extended into even more damage. From a midscreen hit and at relatively low height, you can add {{clr|S|j.S}}(4) before Vanishing. {{clr|H|j.214H}} ▷ {{clr|H|236H}}+{{clr|S|S}} also works anywhere on screen. With his back to the corner, Broly has combo routes that can meterlessly convert with the bounce as well.<br />
<br />
Note that at {{clr|H|2H}} height and up, {{clr|H|j.214H}} > {{clr|L|j.214L}}+{{clr|M|M}} isn't a reliable combo ender, as it will whiff against some characters in midscreen (e.g. A18, BRS, KRL, GKU).<br />
}}<br />
<br />
===<big>Eraser Blow</big>===<br />
{{InputBadge|'''{{clr|S|236S}}'''}}<br />
{{DBFZ_Move_Card<br />
|input=236S<br />
|description=<br />
A cornerstone of Broly's combos and pressure. Broly throws a giant ball of energy that counts as a beam. <br />
* Damage: Raw / Non-Smash / Smash.<br />
* First part is a strike, second part is a projectile with beam properties.<br />
* Projectile increases in speed as it travels.<br />
* Smash on the strike. Smash hit sends opponents into a funny spinning animation that lets him combo off it anywhere on the screen.<br />
<br />
Safe on block with very good pushback, but doesn't true string from any normals and always leaves a 5f gap minimum. It can be chicken blocked out of, though Broly will be +1 if they do so. Typically a good pressure reset in this situation.<br />
<br />
This is an amazing zoning tool that compliments {{clr|S|5S}} if people start getting impatient, but it's best not to use this too much as the opponent can Level 1 or 3 super on reaction due to the lag that Broly goes through after use.<br />
<br />
As a combo tool, it has comically high hitstun that essentially forces a soft knockdown. You can also link back into {{clr|L|5L}} even off the Smashless version in the corner, set up {{clr|S|214S}}, or hard read a air tech for a tiger knee j.{{clr|H|214H}}<br />
}}<br />
<br />
===<big>Powered Shell</big>===<br />
{{InputBadge|'''{{clr|S|214S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214S,j.214S<br />
|description=<br />
Broly puts up a giant shield for a few seconds. Not an [[DBFZ/Android_18#Barrier|18 Barrier]], but still horrifically oppressive in a different way.<br />
* Guard point against all assists and projectiles except Supers and Sparking Blast.<sup>†</sup><br />
* Preserves air momentum when used in the air.<br />
* Disappears if Broly blocks, gets hit, or triggers a cinematic with most attacks (notably, j.{{clr|H|2H}}, Vanish and Sparking activation won't deactivate the shell).<br />
* While the shell is active, Broly can still use this move again to refresh it. Doing so deactivates the current shell on frame 6, leaving him briefly vulnerable.<br />
* Certain attacks like {{clr|L|5L}} and {{clr|H|2H}} can put Broly's hurtbox outside the shell, where he can still get hit by projectiles.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="{{int:Show some quirks}}" data-collapsetext="{{int:Hide}}"><br />
<div class="mw-collapsible-content"><br />
Shell loses to a few specific projectiles and assists:<br />
* Android 18: last hit of {{clr|H|214H}}~{{clr|H|214H}}<br />
* Frieza: close range {{clr|H|5H}} and close C assist<br />
* Nappa: Saibaman's grab<br />
* Tien: {{clr|S|214S}} and B assist<br />
* Vegito (SSGSS): close range {{clr|S|236S}}, {{clr|S|j.236S}} and A assist<br />
Unique interactions:<br />
* Frieza: {{clr|S|214S}} will break upon making contact with the shell<br />
* Super Baby 2: {{clr|S|5S}} and j.{{clr|S|S}} will pass through the shell instead of exploding on contact like normal Ki Blasts<br />
</div></div><br />
An insane special, reinforces every aspect of Broly's gameplan. A frequent goal Broly tries to achieve with zoning is a safe window to use {{clr|S|214S}}.<br />
<br />
If Broly can get it up in neutral, then neutral is over. It absorbs not only every non-super projectile, but also every assist in the game, limiting your opponent's option to character-specific options and superdash. This is also a good argument to run Broly mid as opposed to anchor as most neutral assists will let you safely set this up.<br />
<br />
You can also use it as a frame kill from j.{{clr|H|2H}} in the corner. It's great as a visual distraction as well as an IAD safejump setup. Using DR while the barrier is up is actually evil because of the way it hides it.<br />
}}<br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
{{InputBadge|'''Eraser Blow'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist A<br />
|description=<br />
Basically {{clr|S|236S}} with a little dash.<br />
* Only the projectile has hitboxes, unlike the point version.<br />
* No armor, but keeps the Ki Blast guardpoint.<br />
Due to its rather slow speed, you can call this assist and run behind the projectile as a safe approach.<br />
}}<br />
<br />
===<big>Assist B</big>===<br />
{{InputBadge|'''Machine Gun Shot'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist B<br />
|description=<br />
{{clr|S|j.S}}(5) from a relatively low height. A defensive assist with pretty good angle and also clears out other Ki Blasts like his point {{clr|S|j.S}}. Compared to Broly's other assists, this has the highest blockstun (if respected). Overall Broly's most versatile assist, but not always his best.<br />
<br />
* Last Ki Blast launches on hit.<br />
}}<br />
<br />
===<big>Assist C</big>===<br />
{{InputBadge|'''Lariat Express'''}}<br />
{{DBFZ_Move_Card<br />
|input=Assist C<br />
|description=<br />
Armored Lariat that can get people mad.<br />
* Has 10 hits of armor.<br />
* Teleports to the opponent on ground level.<br />
* On hit, teleports behind the opponent and knocks them down into a ground bounce sliding knockdown.<br />
* Values in [ ] are when the opponent is in hitstun/untech.<br />
For a C assist, it's great. Very fast, very active, good tracking, high vertical reach, armored and auto-confirms. It might as well be a beam assist... that can tank through other beams and assists; making it great for Happy Birthday combos!<br />
}}<br />
<br />
==Super Moves==<br />
===<big>Eraser Cannon</big>===<br />
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}<br />
{{DBFZ_Move_Card<br />
|input=236L+M,236H+S<br />
|description=<br />
;{{clr|L|L}}+{{clr|M|M}}<br />
Broly does a <big>'''HUGE'''</big> uppercut that floats the opponent for a while until he throws a blast of energy. This uppercut won't consume Smash if Broly DHCs out before it can hit.<br />
<br />
* Minimum damage: 120, 700.<br />
* Frame 4 invuln. Can be funny, but it's not great or you'd see a lot more people using it as a reversal.<br />
*Projectile wall splats on hit.<br />
<br />
While the opponent recovers in the air on hit, in the corner, Broly is pushed back at the perfect distance for further pressure where other characters would lose it. </br><br />
After this super in the corner:<br />
<br />
* {{clr|S|5S}}(1) covers most options and furthers pressure, you can go into a stagger or a special<br />
* You are at +11 if they air tech<br />
* Their forward tech mash will get counter hit<br />
* Their Up tech > backdash can be caught with {{clr|S|5S}}[8] and you can pressure with a special afterward<br />
* {{clr|S|236S}} will tank Super Dash attempts and either blow them up or lock them down, since Broly is +1 if they block<br />
<br />
<br />
Generally the best response is not air teching at all and taking the soft knockdown.<br />
<br />
Broly will still do the full animation even if he's DHC'd out, allowing for some characters to continue the combo afterward for a bit more damage or even knockdown. An example of a character who benefits from this is Piccolo. <br />
----<br />
;{{clr|H|H}}+{{clr|S|S}}<br />
Broly only throws the projectile, skipping the uppercut entirely.<br />
* Often used midscreen when {{clr|L|L}}+{{clr|M|M}} version won't connect, such as after a {{clr|H|j.214H}} ender. In the corner you get similar oki to the L+M counterpart. Don't do this raw unless you're trying to snuff out a beam or equivalent.<br />
}}<br />
<br />
===<big>Gigantic Meteor</big>===<br />
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''}} or {{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''}}<br />
{{DBFZ_Move_Card<br />
|input=214L+M,214H+S,j.214L+M,j.214H+S<br />
|description=<br />
;{{clr|L|L}}+{{clr|M|M}}<br />
Broly generates a ball of energy in his hand before dropping it downward diagonally. Very easy to use, consistent Level 3.<br />
* Minimum damage in a combo: ~1740.<br />
* Always flies at a 45 degree angle. Doesn't travel offscreen.<br />
* Ground version auto-adjusts during startup to aim the ball directly at the opponent, but there's a limit to how high he can leap up to. Air version has very little to no adjustment.<br />
* Broly is stuck in the air until after the ball explodes. Once it does, he will teleport to the ground.<br />
Flexible DHC Super since Broly will adjust himself to where the opponent is.<br />
<br />
With certain combo routes, Broly can set up Level 3 at just far enough from the corner that he can meaty {{clr|S|236S}} on oki, which:<br />
# Keeps him plus even if they block or Reflect.<br />
# Lets him combo off of it with dash {{clr|L|5L}}.<br />
# Leaves him outside of Sparking Blast range, allowing him to whiff punish Spark with {{clr|L|5L}}.<br />
# Lets his assists regenerate.<br />
The easiest way to set this up is with {{clr|L|j.214L}} > Vanish, {{clr|H|j.2H}} > {{clr|L|214L}}+{{clr|M|M}}, {{clr|S|236S}}.<br />
----<br />
;{{clr|H|H}}+{{clr|S|S}}<br />
Broly throws out a small ball that accelerates at a much slower rate than {{clr|L|L}}+{{clr|M|M}} version, multiplying in size once it gets near or connects with the opponent (on block or hit).<br />
* Minimum damage in a combo: ~1500.<br />
* The ball always explodes when it hits the floor, even if it somehow never expands and stays a baby ball.<br />
* Broly recovers shortly after he releases the ball, allowing him to continue the combo.<br />
* On hit, the opponent cannot be hit with anything else until after the explosion.<br />
* Ball disappears only if Broly gets hit, but not if he blocks, tags out, or if the tagged out teammate gets hit.<br />
* The opponent can be air tech shortly after the explosion. Causes soft knockdown otherwise.<br />
A horrible reversal compared to {{clr|L|L}}+{{clr|M|M}} version since the invulnerability goes away long before the hitbox comes out, but functions as the cornerstone of Broly's most damaging combos. Without assists, there are a few common ways to combo into this Super like midscreen {{clr|M|236M}}/{{clr|H|H}}, Smash {{clr|H|j.H}}, or in the corner: {{clr|L|236L}} (at low hitstun decay) or j.214X > Vanish > {{clr|H|j.214H}}+{{clr|S|S}}. Combos afterward aren't affected by Super scaling, and there are many ways to extend out of it like {{clr|L|5L}}, a command grab, or Dragon Rush. If an enemy Broly has meter, be scared of this move's potential.<br />
<br />
Do note however that despite being high damaging, you should consider only using this if you have a lot of meters or you're going for the kill, as {{clr|L|L}}+{{clr|M|M}} version is strictly superior for okizeme thanks to its hard knockdown.<br />
}}<br />
<br />
==Colors==<br />
{{DBFZColors}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|DBFZ|Broly|size=32px}}</center><br />
{{DBFZ/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{DBFZ/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Belial/Data&diff=443648GBVSR/Belial/Data2024-01-23T18:20:39Z<p>JC: "Scuff jordans" low quality caption</p>
<hr />
<div><br />
==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Belial<br />
|health =16,000<br />
|prejump =4f<br />
|backdash=18f<br />
|portrait=GBVSR_Belial_Portrait.png<br />
|icon =GBVSR_Belial_Icon.png<br />
|nameplate=GBVSR_Belial_Nameplate.png<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=c.L |name=<br />
|damage=600 |level= |attribute= |guard=Mid<br />
|startup=5 |active=3 |recovery=6 |onBlock={{Adv-GBVSR|P|+4 }} |onHit=+8<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_cL.png<br />
|hitboxes=GBVSR_Belial_cL_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=c.M |name=<br />
|damage=1100 |level= |attribute= |guard=Mid<br />
|startup=6 |active=3 |recovery=12 |onBlock={{clr|5|0}} |onHit=+4<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_cM.png<br />
|hitboxes=GBVSR_Belial_cM_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=c.H |name=<br />
|damage=1600 |level= |attribute= |guard=Mid<br />
|startup=9 |active=5 |recovery=19 |onBlock={{clr|3|-5}} |onHit=-1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_cH.png<br />
|hitboxes=GBVSR_Belial_cH_Hitbox_1.png;GBVSR_Belial_cH_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-2\ Active frames 3-5<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=c.XX |name=<br />
|damage=700 |level= |attribute= |guard=Mid<br />
|startup=9 |active=3 |recovery=15 |onBlock={{Adv-GBVSR|M|-3 }} |onHit=+1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_cXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=c.XXX |name=<br />
|damage=1000 |level= |attribute= |guard=Mid<br />
|startup=12 |active=3 |recovery=18 |onBlock={{Adv-GBVSR|M|-4 }}|onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_cXXX.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=c.XX6M |name=<br />
|damage=1000 |level=3 |attribute=|guard=Low<br />
|startup=12 |active=3 |recovery=16 |onBlock={{Adv-GBVSR|M|-4 }} |onHit=KD<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Belial_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=c.XX6H |name=<br />
|damage=1000 |level=3 |attribute=|guard=High<br />
|startup=18 |active=3 |recovery=22 |onBlock={{Adv-GBVSR|M|-4 }} |onHit=+1<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Belial_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=f.L |name=<br />
|damage=600 |level= |attribute= |guard=Mid<br />
|startup=6 |active=5 |recovery=7 |onBlock={{Adv-GBVSR|P|+1}} |onHit=+5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_fL.png<br />
|hitboxes=GBVSR_Belial_fL_Hitbox_1.png;GBVSR_Belial_fL_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-2\Active frames 3-5<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=f.M |name=<br />
|damage=300, 600 |level= |attribute= |guard=Mid<br />
|startup=6 |active=2,3 |recovery=14 |onBlock={{Adv-GBVSR|M|-2 }} |onHit=+2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_fM.png<br />
|caption=Get close but not TOO close<br />
|hitboxes=GBVSR_Belial_fM_Hitbox_1.png;GBVSR_Belial_fM_Hitbox_2.png<br />
|hitboxCaption=1st hit\2nd hit<br />
}}<br />
<br />
===f.H===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=f.H |name=<br />
|damage=800, 500 |level= |attribute= |guard=Mid<br />
|startup=9 |active=2(13)2 |recovery=18 |onBlock={{Adv-GBVSR|M|-3 }} |onHit=+2 (forces crouch)<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_fH.png<br />
|caption=Double the hits, double the distance<br />
|hitboxes=GBVSR_Belial_fH_Hitbox_1.png;GBVSR_Belial_fH_Hitbox_2.png<br />
|hitboxCaption=1st hit\2nd hit<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute= |guard=Mid<br />
|startup=5 |active=3 |recovery=8 |onBlock={{Adv-GBVSR|M|-4 }} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_2L.png<br />
|hitboxes=GBVSR_Belial_2L_Hitbox_1.png;GBVSR_Belial_2L_Hitbox_2.png<br />
|hitboxCaption=First active frame \ Active frames 2 & 3<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=2M |name=<br />
|damage=900 |level= |attribute= |guard=Low<br />
|startup=7 |active=3 |recovery=11 |onBlock={{Adv-GBVSR|P|+1 }} |onHit=+5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_2M.png<br />
|caption=Deceptively good at every range<br />
|hitboxes=GBVSR_Belial_2M_Hitbox.png<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=2H |name=<br />
|damage=1300 |level= |attribute= |guard=Mid<br />
|startup=11 |active=6 |recovery=23 |onBlock={{clr|3|-12}} |onHit=-8<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_2H.png<br />
|hitboxes=GBVSR_Belial_2H_Hitbox_1.png\GBVSR_Belial_2H_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-3\Active frames 4-6<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=2U |name=<br />
|damage=1000 |level=2 |attribute= |guard=Low<br />
|startup=10 |active=6 |recovery=20 |onBlock={{clr|3|-11}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_2U.png<br />
|hitboxes=GBVSR_Belial_2U_Hitbox_1.png\GBVSR_Belial_2U_Hitbox_2.png<br />
|hitboxCaption=Active frames 1-3\Active frames 4-6<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=66L |name=<br />
|damage=600 |level=2 |attribute=|guard=Mid<br />
|startup=8 |active=3 |recovery=10 |onBlock={{Adv-GBVSR|P|+2 }} |onHit=+6<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Belial_66L.png<br />
|caption= Use and abuse me~<br />
|hitboxes=GBVSR_Belial_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=66M |name=<br />
|damage=1100 |level=2 |attribute=|guard=Low<br />
|startup=18 |active=3 |recovery=13 |onBlock={{Adv-GBVSR|P|+1 }} |onHit=+5<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Belial_66M.png<br />
|caption=<br />
|hitboxes=GBVSR_Belial_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=66H |name=<br />
|damage=1300 |level=2 |attribute=|guard=Mid<br />
|startup=20 |active=8 |recovery=14 |onBlock={{Adv-GBVSR|M|-3 }} to {{Adv-GBVSR|P|+4 }} |onHit=KD<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Belial_66H.png<br />
|hitboxes=GBVSR_Belial_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=j.L |name=<br />
|damage=600 |level= |attribute= |guard=High/Air<br />
|startup=5 |active=Until L |recovery=1 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_jL.png<br />
|hitboxes=GBVSR_Belial_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=j.M |name=<br />
|damage=700 |level= |attribute= |guard=High/Air<br />
|startup=7 |active=6 |recovery=L+1 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_jM.png<br />
|caption=Why does this crossup...<br />
|hitboxes=GBVSR_Belial_jM_Hitbox_1.png\GBVSR_Belial_jM_Hitbox_2.png\GBVSR_Belial_jM_Hitbox_3.png<br />
|hitboxCaption=Active frames 1-2\Active frames 3-4\Active frames 5-6<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=j.H |name=<br />
|damage=1000 |level= |attribute= |guard=High/Air<br />
|startup=10 |active=6 |recovery=L+1 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_jH.png<br />
|caption=...But this doesn't?<br />
|hitboxes=GBVSR_Belial_jH_Hitbox.png<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Belial |type=normal<br />
|input=j.U |name=<br />
|damage=1000 |level= |attribute= |guard=All<br />
|startup=26/23 |active=Until L+1 |recovery=18/19/L+1 |onBlock={{clr|3|-5}} |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_jU.png<br />
|caption=Don't let me catch you crouching.<br />
|hitboxes=GBVSR_Belial_jU_Hitbox.png<br />
|notes=Startup changes to 26 when performed during rising part of the jump\ When blocked, the recovery is fixed 19f\ When hit, recovery is L+1\ When whiff, recovery is 18<br />
}}<br />
<br />
==Unique Action==<br />
===5U===<br />
{{MoveData-GBVSR |character=Belial |type=unique<br />
|input=5U |name=Give Daddy Some Sugar<br />
|damage=|level= |attribute= |guard=<br />
|startup=3 |active=85 |recovery=48 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=3~87 Catch<br />
|images=GBVS_Belial_5U.png<br />
|caption=&nbsp;\Be sure to not whiff this<br />
|hitboxes=<br />
|hitboxCaption=While counter is active\Same hitbox as j.U<br />
}}<br />
<br />
===5U Catch===<br />
{{MoveData-GBVSR |character=Belial |type=unique<br />
|input=5U Catch |name=Give Daddy Some Sugar (Attack)<br />
|damage=300, 900 |level= |attribute= |guard=All<br />
|startup=Jump+11 |active=Until L+2 |recovery=11 |onBlock={{Adv-GBVSR|M|-2 }} |onHit=HKD (+47)<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1-6 All<br />
|images=GBVS_Belial_5U_Hit.png<br />
|caption=&nbsp;\Be sure to not whiff this<br />
|hitboxes=GBVSR_Belial_5U_Hitbox_1.png;GBVSR_Belial_jU_Hitbox.png<br />
|hitboxCaption=While counter is active\Same hitbox as j.U<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Belial |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=2500 |level= |attribute=T |guard=Throw<br />
|startup=4 |active=3 |recovery=31 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_FThrow.png\GBVS_Belial_BThrow.png<br />
|caption=forward\back<br />
|hitboxes=GBVSR_Belial_GroundThrow_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Belial |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=2500 |level= |attribute=T |guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until L+6 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit=HKD |hitstop=<br />
|invuln=<br />
|images=GBVS_Belial_AirThrow.png<br />
|hitboxes=GBVSR_Belial_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Belial |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1500 |level= |attribute=|guard=Guard Crush 45 [52]<br />
|startup=28 |active=1 |recovery=37 |onBlock={{Adv-GBVSR|VP|+8}} {{Adv-GBVSR|VP|[+15]}}|onHit={{Adv-GBVSR|VP|+15}}<br />
|blockstun=|groundHit=|airHit=|hitstop= |meter=0<br />
|invuln=<br />
|images=GBVSR_Belial_RagingStrike.png<br />
|hitboxes=GBVS_Belial_5MH_Hitbox_1.png\GBVS_Belial_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
|notes=Values in [] denotes the advantage when opponent has no Bravery Points left<br />
}}<br />
<br />
===MH~MH===<br />
{{MoveData-GBVSR |character=Belial |type=other<br />
|input=MH~MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute= |guard=Mid<br />
|startup=13 |active=5 |recovery=17 |onBlock=- |onHit={{Adv-GBVSR|VP|+15}}<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Belial_RagingChain.png<br />
|hitboxes=GBVS_Belial_6MH_Hitbox_1.png;<br />
|hitboxCaption= <br />
}}<br />
<br />
===BC===<br />
{{MoveData-GBVSR |character=Belial |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=500 |level=4 |attribute=|guard=Mid<br />
|startup=10 [18] |active=3 |recovery=19 [Total 54] |onBlock=+6 [+5] |onHit=KD {{Adv-GBVSR|VP|+21}} [0]<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|onCH=HKD<br />
|invuln=1-20 All [1-? All]<br />
|images=GBVSR_Belial_BraveCounter.png<br />
|hitboxes=GBVS_Belial_BC_Hitbox_1.png;<br />
|hitboxCaption= <br />
|notes=Numbers in [] denotes the situation when countering the Raging Strike\ Hard knockdown on Counter Hit\Clash level 50<br />
}}<br />
<br />
==Skills==<br />
===236L===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=236L |name=L Goetia<br />
|damage=800 |level= |attribute= |guard=All<br />
|startup=15 |active=Until hit |recovery=Total 47 |onBlock={{clr|3|-10}}|onHit=-6<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=10F after contact or disappear<br />
|invuln=<br />
|images=GBVS_Belial_236X.png<br />
|hitboxes=GBVSR_Belial_236X_Hitbox_1.png\GBVSR_Belial_236X_Hitbox_2.png; <br />
|hitboxCaption=Initial hitbox, {{clr|1|L}} / {{clr|3|H}} version.\ Fireball hitbox, {{clr|1|L}} / {{clr|3|H}} version.<br />
|notes=Cancelable into followups frame 15-42\ Counterhit state 1-40<br />
}}<br />
<br />
===236M===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=236M |name=M Goetia<br />
|damage=800 |level= |attribute= |guard=All<br />
|startup=17 |active=Until hit |recovery=Total 49 |onBlock={{clr|3|-10}} |onHit=-6<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=10F after contact or disappear<br />
|invuln=<br />
|images=GBVS_Belial_236X.png<br />
|hitboxes=GBVSR_Belial_236M_Hitbox_1.png\GBVSR_Belial_236M_Hitbox_2.png<br />
|hitboxCaption=Initial hitbox, {{clr|2|M}} version.\ Fireball hitbox, {{clr|2|M}} version.<br />
|notes=Cancelable into followups frame 17-44\ Counterhit state 1-40<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=236H |name=H Goetia<br />
|damage=400×3 |level= |attribute= |guard=All<br />
|startup=15 |active=Until hit |recovery=Total 49 |onBlock={{Adv-GBVSR|P|+2 }} |onHit=+6<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=420F after contact or disappear<br />
|invuln=<br />
|images=GBVS_Belial_236X.png<br />
|hitboxes=<br />
|notes=Cancelable into follow-ups frame 21-46\ Counterhit state 1-40<br />
}}<br />
<br />
===236X~4L===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=236X~4L |name=L Everyone's A Little Crooked<br />
|damage=150×3 |level= |attribute= |guard=All<br />
|startup=13 |active=9×3 |recovery=Total 38 |onBlock={{Adv-GBVSR|P|+2 }} |onHit=+6<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=0<br />
|images=GBVS_Belial_236L-4X.png\GBVS_Belial_236M-4X.png<br />
|hitboxes=GBVSR_Belial_236X_4L_Hitbox.png<br />
|hitboxCaption={{clr|1|4L}} followup.<br />
|notes=Can only hit for a maximum of 3 hits\ Counterhit state for entire move<br />
}}<br />
<br />
===236X~4M===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=236X~4M |name=M Everyone's A Little Crooked<br />
|damage=150×3 |level= |attribute= |guard=All<br />
|startup=13 |active=9×3 |recovery=Total 38 |onBlock={{Adv-GBVSR|P|+2 }} |onHit=+6<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=0<br />
|images=GBVS_Belial_236L-4X.png\GBVS_Belial_236M-4X.png<br />
|hitboxes=GBVSR_Belial_236X_4M_Hitbox.png<br />
|hitboxCaption={{clr|2|4M}} followup.<br />
|notes=Can only hit for a maximum of 3 hits\ Counterhit state for entire move<br />
}}<br />
<br />
===236X~4H===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=236X~4H |name=H Everyone's A Little Crooked<br />
|damage=100×5 |level= |attribute= |guard=All<br />
|startup=27 |active=3×15 |recovery=Total 40 |onBlock={{Adv-GBVSR|P|+12 }} |onHit=+16<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=0<br />
|invuln=<br />
|images=GBVS_Belial_236L-4X.png\GBVS_Belial_236M-4X.png<br />
|hitboxes=GBVSR_Belial_236X_4H_Hitbox.png<br />
|hitboxCaption={{clr|3|4H}} followup.<br />
|notes=Can only hit for a maximum of 6 hits\ Counterhit state for entire move<br />
}}<br />
<br />
===214L===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=214L |name=L Asmodeus<br />
|damage=700, 500 |level= |attribute= |guard=Mid<br />
|startup=15 |active=4 |recovery=21 |onBlock={{clr|3|-5}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=20F starting 3F<br />
|invuln=<br />
|images=GBVS_Belial_214X.png\GBVS_Belial_214X_2.png<br />
|caption=&nbsp;\Your handiest hit confirm.<br />
|hitboxes=GBVSR_Belial_214X_Hitbox.png<br />
|hitboxCaption=Same hitbox across all versions.<br />
|notes=<br />
}}<br />
<br />
===214M===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=214M |name=M Asmodeus<br />
|damage=700, 500 |level= |attribute= |guard=Mid<br />
|startup=21 |active=4 |recovery=19 |onBlock={{Adv-GBVSR|M|-4 }} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=20F starting 3F<br />
|invuln=<br />
|images=GBVS_Belial_214X.png\GBVS_Belial_214X_2.png<br />
|caption=&nbsp;\Your "handiest" hit confirm!<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214H===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=214H |name=H Asmodeus<br />
|damage=700, 800 |level= |attribute= |guard=Mid<br />
|startup=14 |active=4 |recovery=19 |onBlock={{clr|3|-8}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=420F starting 3F<br />
|invuln=<br />
|images=GBVS_Belial_214X.png\GBVS_Belial_214X_2.png<br />
|caption=&nbsp;\Use EX "Choke" to extend corner combos!<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===623L===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=623L |name=L Notoria<br />
|damage=700, 300 |level= |attribute= |guard=All<br />
|startup=6 |active=2(3)5 |recovery=27 |onBlock={{clr|3|-15}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=20F starting 3F<br />
|invuln=<br />
|images=GBVS_Belial_623X.png<br />
|caption={{clr|1|L}} / {{clr|3|H}}<br />
|hitboxes=GBVSR_Belial_623L_Hitbox_1.png\GBVSR_Belial_623L_Hitbox_2.png<br />
|hitboxCaption=<br />
|notes=Airborne 11-34<br />
}}<br />
<br />
===623M===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=623M |name=M Notoria<br />
|damage=1000, 500 |level= |attribute= |guard=All<br />
|startup=38 |active=5 |recovery=10 |onBlock={{Adv-GBVSR|P|+2}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=20F starting 3F<br />
|invuln=11~22 All<br />
|images=GBVS_Belial_623M_2.png<br />
|caption={{clr|2|M}}<br />
|hitboxes=GBVSR_Belial_623M_Hitbox.png<br />
|hitboxCaption=Active hitbox for {{clr|2|623M}}. {{clr|3|H}} version shares hitboxes on the way down.<br />
|notes=Airborne 5-41<br />
}}<br />
<br />
===623H===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=623H |name=H Notoria<br />
|damage=600, 400, 500 |level= |attribute= |guard=Mid×2, All<br />
|startup=11 |active=2(3)9(18)5 |recovery=24 |onBlock=-12 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=600F starting 3F<br />
|invuln=1~24 All<br />
|images=GBVS_Belial_623X.png\GBVS_Belial_623M_2.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===632146L===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=632146L |name=L Vassago<br />
|damage=500, 1500 |level= |attribute=T |guard=Throw<br />
|startup=34 |active=3 |recovery=36 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=20F starting 3F<br />
|invuln=<br />
|images=GBVS_Belial_632146X_Whiff.png\GBVS_Belial_632146X.png<br />
|caption=whiff\hit<br />
|hitboxes=GBVSR_Belial_632146X_Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===632146M===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=632146M |name=M Vassago<br />
|damage=500, 2000 |level= |attribute=T |guard=Throw<br />
|startup=52 |active=3 |recovery=36 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=20F starting 3F<br />
|invuln=<br />
|images=GBVS_Belial_632146X_Whiff.png\GBVS_Belial_632146X.png<br />
|caption=whiff\hit<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===632146H===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=632146H |name=H Vassago<br />
|damage=500, 2000 |level= |attribute=T |guard=Throw<br />
|startup=27~82 |active=3 |recovery=34 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=420F starting 3F<br />
|invuln=<br />
|images=GBVS_Belial_632146X_Whiff.png\GBVS_Belial_632146X.png<br />
|caption=whiff\hit<br />
|hitboxes=<br />
|notes=Move for a minimum of 20F, throw startup is 7F<br />
}}<br />
<br />
===U Skills===<br />
===236U===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=236U |name=Ulitmate Goetia<br />
|damage=550, 70×15 |level= |attribute= |guard=All<br />
|startup=13 |active= |recovery=Total 47 |onBlock={{Adv-GBVSR|P|+14}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=180F after contact or disappear<br />
|invuln=<br />
|images=GBVSR_Belial_236U.png<br />
|hitboxes=GBVSR_Belial_236U_Hitbox_1.png;GBVSR_Belial_236U_Hitbox_2.png; <br />
|notes=Counterhit state 1-25<br />
}}<br />
<br />
===623U===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=623U |name=Ulitmate Notoria<br />
|damage=700, 300, 0, 500, 400, 100 |level= |attribute= |guard=Mid<br />
|startup=8 |active=1(1)5(12)5 |recovery=24 |onBlock=-12 |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=300F starting 3F<br />
|invuln=1-14 All<br />
|images=GBVSR_Belial_623U.png<br />
|hitboxes=GBVSR_Belial_623U_Hitbox_1.png;GBVSR_Belial_623U_Hitbox_2.png; <br />
|notes=Clean hit only possible on frame 8<br />
}}<br />
<br />
===214U===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=214U |name=Ulitmate Asmodeus<br />
|damage=1500×2 |level= |attribute= |guard=Guard Crush 22<br />
|startup=13 |active=2 |recovery=16 |onBlock={{Adv-GBVSR|P|+4}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=180F starting 3F<br />
|invuln=<br />
|images=GBVSR_Belial_214U.png<br />
|hitboxes=GBVSR_Belial_214U_Hitbox_1.png<br />
|notes=<br />
}}<br />
<br />
===632146U===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=632146U |name=Ulitmate Vassago<br />
|damage= |level= |attribute= |guard= <br />
|startup=3 |active=85 |recovery=48 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=300F starting 3F<br />
|invuln=3-87 Catch All<br />
|images=GBVSR_Belial_632146U.png<br />
|caption=Please don't cancel into this.<br />
|hitboxes=GBVSR_Belial_632146U_Hitbox_1.png<br />
|notes=Move for a minimum of 34F before throw becomes avaliable <br />
}}<br />
<br />
===632146U Throw===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=632146U Throw |name=Ulitmate Vassago Throw<br />
|damage=500, 1000, 1500 |level= |attribute= |guard=Throw<br />
|startup=8 |active=4 |recovery=16 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=<br />
|invuln=1-11 All<br />
|images=GBVSR_Belial_632146U.png<br />
|caption=Please don't cancel into this.<br />
|hitboxes=GBVSR_Belial_632146U_Hitbox_1.png<br />
|notes=<br />
}}<br />
<br />
===632146U Catch===<br />
{{MoveData-GBVSR |character=Belial |type=special<br />
|input=632146U Catch |name=Ulitmate Vassago Catch<br />
|damage=900×2 |level= |attribute= |guard=Mid <br />
|startup=Jump+11 |active=Until L+2 |recovery=11 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop= |cooldown=<br />
|invuln=1-5 All<br />
|images=GBVSR_Belial_632146U.png<br />
|caption=Please don't cancel into this.<br />
|hitboxes=GBVSR_Belial_632146U_Hitbox_1.png<br />
|notes=<br />
}}<br />
<br />
==Skybound Art==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Belial |type=super<br />
|input=236236H |name=Legemeton<br />
|damage=1000×2, 500, 2000 [1000, 2500] |level= |attribute= |guard=Mid<br />
|startup=8+5 |active=4(18)9 |recovery=30 |onBlock={{clr|3|-20}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1~16 All<br />
|images=GBVS_Belial_236236H_1.png\GBVS_Belial_236236H_2.png\GBVS_Belial_236236H_3.png<br />
|hitboxes=GBVSR_Belial_236236H_Hitbox_1.png\GBVSR_Belial_236236H_Hitbox_2.png<br />
|notes=Clean hit possible 13-16<br />
}}<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Belial |type=super<br />
|input=236236U |name=Anagenesis<br />
|damage=3000, 600, 120×10, 120 [2500, 1500] |level= |attribute= |guard=Mid<br />
|startup=8+5 |active=3(12)3 |recovery=45 |onBlock={{clr|3|-29}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1~15 All<br />
|images=GBVS_Belial_236236U_1.png\GBVS_Belial_236236U_2.png\GBVS_Belial_236236U_3.png<br />
|hitboxes=GBVSR_Belial_236236U_Hitbox_1.png\GBVSR_Belial_236236U_Hitbox_2.png<br />
|notes=Clean hit possible frame 13-15<br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=P4U2R/Tohru_Adachi&diff=440197P4U2R/Tohru Adachi2024-01-11T00:37:00Z<p>JC: /* {{clr|2|5B}} */</p>
<hr />
<div>{{MFlag|cleanup}}<br />
{{notice|While Adachi's page here may be undergoing re-writes, there exists some complete resources covering the character in this version: <br/><br />
Adachi gitbook: https://heli-visions-adachi-gitbook-edit.gitbook.io/adachi-guide-p4u2.5/ <br/><br />
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.}}<br />
==Overview==<br />
{{P4U2R/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= Adachi is a '''rushdown and pseudo-grappler''' character, that by nature makes himself a threat at all times with his excellent Persona usage and being able to snowball from many of his openings. He prides himself on his '''great Persona normals''' such as {{clr|3|5C}} and {{clr|3|j.C}} and various other moves that allow for harassment, and specifically threatens his [[#Megidola|command grabs]] for handsome reward out of his strike/throw pressure. This is on top of using his many unique special cancels to keep an opponent locked down with unpredictable frame-traps and pressure resets. A good Adachi player is also guaranteed to make good use of his more easily-accessible buffing super, [[#Heat Riser|Heat Riser]], to bolster the threat of just about any of his options on both offense and defense.<br />
<br />
While Adachi can keep good momentum, he does have his flaws; even though his Furious Action is one of the faster overheads in the game on offense, it's actually a weak defensive option for him as it can be way too slow to hit opponents out of their pressure or okizeme. Due to this, Adachi tends to rely a bit more on his reversal supers to get out of a pinch, but his main ones require '''75 SP''' to be reliable or are limited to Awakening only. This is on top of him already spending SP on SB moves and his buffing supers constantly during the game for pressure and conversions, so '''his SP often runs thin'''.<br />
<br />
When Adachi is in a bad state, however, his main trick is that he can make '''powerful comebacks''' using his [[#Magatsu_Mandala|'''Magatsu Mandala''']] super to flip the game back into his favor. This is because Magatsu Mandala can allow him to inflict '''several ailments''' like Fear and Poison during combos to keep his momentum flowing that can be hard to stop. When potentially paired with Heat Riser and the massive reduction of options and counterplay while stuck in the Magatsu vortex, your next bad play against Adachi in Awakening could very well cripple you, or equate to death.<br />
}}<br />
{{P4U2R/infobox<br />
|fastestAttack = {{clr|1|5A}} / {{clr|1|2A}} (6F)<br />
|reversalType = Attack (23F)<br />
|fatalStarter = {{clr|4|2D}} / {{clr|4|j.2D}} <br/> {{clr|3|214C}}/{{clr|4|D}}<br />
|fatalRecovery = All {{clr|1|236236A}}/{{clr|2|B}} <br/> All {{clr|3|236236C}}/{{clr|4|D}} <br/> All {{clr|1|214214A}}/{{clr|2|B}}<br />
}}<br />
{{ProsAndCons<br />
|intro= is an rushdown character who likes to play obnoxiously with his great Persona buttons and comeback potential when his install supers are active.<br />
|pros = <br />
*'''Obnoxious Persona''': Magatsu-Izanagi's moves are generally very strong. {{clr|3|j.C}} in particular is a massive air normal that is difficult to contest. In addition to this, it is one of only two of his Persona moves that are burstable.<br />
*'''Pressure Game''': Adachi has many unique cancel options from his specials, and also plenty of good pressure reset options in general. His reward from his hits can often be stable and consistent.<br />
*'''Meter Utilitarian''': From plus pressure resets, fullscreen reversals and command grabs, there's nothing Adachi can't do with a bit of meter. Can also get access to unique buffs through {{MMC|input=236236B|label=Heat Riser}} and {{MMC|input=214214A|label=Magatsu Mandala}}, the latter of which lives in infamy and deserves a pro of its own.<br />
*'''Comeback King''': Once in Awakening, Magastu Mandala steals the show with its status afflictments, particularly [[P4U2R/Ailments#Poison|Poison]], giving Adachi a notorious robbery factor. As a nice bonus, Adachi also has very easy access to sideswaps for reversing the corner position and instantly becoming a threat.<br />
|cons = <br />
*'''Extremely Persona-Reliant''': Because a majority of Adachi's strengths are entirely dependent on his Persona, being Broken deprives him of nearly all threat he carries. He also loses any buffs applied from his supers, potentially making them a waste of meter.<br />
*'''Meter Reliant''': SB Skills to continue {{keyword|BnB}}s and pressure, win condition buffs being locked behind supers, and the need for universal defensive options all compete for Adachi's meter. Cashing out is a delicate balancing act, without it Adachi's all bark and no bite.<br />
*'''Limited Defense''': Adachi's DP is one of the slowest in the game, and his other metered defensive options are flawed. His defense is only objectively improved with 75 SP or Awakening status.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Buffs and Ailments<br />
|content=<br />
Two of Adachi's supers, Heat Riser and Magatsu Mandala, apply unique buffs to Adachi for the remainder of the round or until he gets Persona Broken. Both buffs can be used at the same time.<br />
<br />
The Magatsu Mandala buff can be acquired even if the super whiffs or is blocked, while Heat Riser must hit the opponent. <br />
<br />
::[[File:P4AU_Adachi_Buffs.png|thumb|150px|Heat Riser Buff is on the left, Magatsu Mandala Buff is on the right.]]<br />
<br />
:*'''Heat Riser Buff:''' Adachi receives a 10% damage boost to all of his attacks, along with a 10% defense boost. When active, a red icon of Adachi's face appears above Adachi's meter. <br />
<br />
:*'''Magatsu Mandala Buff:''' Adachi's Persona will apply different status ailments on all Persona-related normals, specials and supers. When active, a purple icon of Magatsu Izanagi appears above Adachi's meter. The ailments are:<br />
<br />
::*'''Poison''': {{clr|3|5C}}, {{clr|3|2C}}, {{clr|3|j.C}}, {{clr|3|j.2C}}, Heat Riser.<br />
::*'''Shock''': {{clr|4|5D}}, {{clr|4|2D}}, {{clr|4|j.2D}}, Megidola.<br />
::*'''Panic''': Atom Smasher, Magatsu Mandala.<br />
::*'''Silence''': Ghastly Wail, Magatsu Mandala.<br />
::*'''Fear''': {{clr|3|5C}} (ground stomp), {{clr|3|2C}} (ground slam), {{clr|3|j.2C}} (ground slam), Atom Smasher, Heat Riser, Ghastly Wail.<br />
::*Additionally, '''Ghastly Wail''' will always do extra damage, as if the opponent was inflicted with Fear.<br />
<br />
:All of these statuses last for 300F, except for Poison which only lasts 180F.<br />
<br />
*Lastly, you'll be reading a lot of "displacing" Adachi's Persona, Magatsu Izanagi. By "displacing", we mean the fact that Magatsu Izanagi can do a lot of moves from the position he's in, not Adachi's. This is frequent after a {{clr|4|2D}} or a {{clr|3|2C}}, as you can attack the opponent from fullscreen to catch them off guard.<br />
}}<br />
{{card<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|t768ylZMHz0|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
{{P4U2R Move Card<br />
|input=5A,5AA,5AAA|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 16<br />
}}<br />
'''{{clr|1|5A}}''' is Adachi's fastest ground normal tied with {{clr|1|2A}}. Has a fairly good vertical hitbox, which helps with air confirms. Significantly negative on block, so it's best chained into {{clr|1|2A}} to remain safe. One of his two jump cancelable moves on block. Has quite a bit more recovery than 2A which should be accounted for when choosing your meaty option. It's vertical hitbox is also a great way to anti-air in tighter situations on counter hit such as counter poking in neutral or punishing a faster recovering airborne move for a full land cancel combo. 6 frames but still a decent abare tool.<br />
----<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
'''{{clr|1|5AA}}''' moves forward during the attack. A good button to confirm into for both combos and pressure. Since it moves you forward enough to continue pressure, this button can be used to set up tick throws to see if the opponent is sleeping on you. Actually an insanely good starter and if correctly confirmed can lead to significant damage even off non-CH. Great stagger tool.<br />
----<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
'''{{clr|1|5AAA}}''' is a low attack. If the opponent is too high after {{clr|1|5AA}}, {{clr|1|5AAA}} will not connect. A good button for meterless crouch confirms since you get the bonus SP and some of your burst back when you cancel into the rest of your autocombo. Autocombo is especially useful for Adachi as he is always starving for meter and it gives great corner carry which is exactly where Adachi shines. '''Sweep Cancellable''', making it a good button to use every once in a while in pressure to keep your opponent in check and see if they are blocking low. <br /><br />
''Note: {{clr|1|5AAA}} is '''not''' a true blockstring.''<br />
}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
{{P4U2R Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Upwards gun swing. Small damage. Can combo into itself up to three times. Unlike most {{clr|1|2A}}s, Adachi's is not a low attack. -2 on block, giving it utility in stagger pressure and allowing you to do tick throws. Used in certain Magatsu Mandala routes to pick up an opponent after Mandala. The 2A pickup also applies in no tech situations and if followed up with 5B allows you to do a full tennis combo. Commonly used after 5C or 2C as well to do an instant tech reset for air unblockables and can be incorporated into your mind games. It's fast recovery also allows you to recover more quickly and allows more leniency in meaty timing. Good meaty choice against certain DPs, especially Adachi himself.<br />
}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
{{P4U2R Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 10<br />
|active3 = 3<br />
|inactive4 = 5<br />
|active5 = 3<br />
|recovery = 20<br />
}}<br />
Quick hand swipe. Two additional hits that move you forward are performed automatically if the move is not cancelled after the first hit, which makes {{clr|2|5B}} especially bad on whiff. Any of the three hits are forward dash-cancellable on hit or block. While very punishable on whiff, the attack's range is good and often underestimated.<br />
<br />
Is a great way to ensure a punish on certain DPs on block or certain whiffed airborne moves in neutral. Good examples are Mitsuru DP and Marie DP. 2Bing Mitsuru DP will get you punished and the timing on Marie DP is so tight that playing the super cancel mind game while maintaining consistent damaging punishes is almost impossible when trying to use 2B instead. Letting 2 hits come out on a counterhit is the easiest way to ensure a confirm. Not strongly recommended to use it as a general anti-air as it obviously has no head invulnerability, but the reward if confirmed properly is still strong and it's much quicker than {{clr|2|2B}}. Can also confirm into sweep off raw CH 5B which is useful.<br />
<br />
*Dash Cancel is -5 on block for the first hit, -7 for the additional hits.<br />
}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
{{P4U2R Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 17<br />
|specialRecovery = 16<br />
}}<br />
An upward kick. Adachi moves forward during the attack.<br />
Like most {{clr|2|2B}}s, Adachi's is an anti-air attack that's both air unblockable and has a period of Head invuln.<br /><br />
On counter-hit, the opponent is launched upward, allowing for very damaging follow-up combos. <br /><br />
However, {{clr|2|2B}} shouldn't be used randomly due to its lengthy recovery and Adachi's forward movement; if poorly spaced, Adachi's {{clr|2|2B}} will whiff. Very negative on block, but it's jump-cancellable on both hit and block, so jump-cancel to remain safe. <br />
}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Fast gun jab, but limited range. Can combo into itself up to three times. Overhead. <br />
}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
Long range kick. Only one frame slower start-up than {{clr|1|j.A}} and has much better horizontal range than {{clr|1|j.A}}, making {{clr|2|j.B}} a good tool for air-to-air battles. On CH, one can link it into {{clr|2|5B}} for a tennis combo. Overhead. <br />
}}<br />
<br />
==Persona Moves==<br />
===<big>{{clr|3|5C}}</big>===<br />
{{P4U2R Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 2<br />
|recovery = 24<br />
}}<br />
*Three-part attack: Magatsu Izanagi performs a stab, followed by a grab, then throws the opponent to the ground and stomps them. <br />
*If the opponent is hit by the tip of the move, or Adachi cancels the move, M.Izanagi will only do the first hit.<br />
<br />
A multi-hitting attack that can be special-canceled after the first hit. During the grab portion of the attack, Adachi can still move and attack while M.Izanagi is active, but he can not use any persona attacks until the move is completed (Fourth hit, M.Izanagi's stomp).<br />
<br />
Covers good range but significantly negative on block. A strong poke and combo tool, particularly when cancelled after the first hit, but beware of whiffs, as both the start-up and recovery for the move leave both Adachi and his persona vulnerable. In combos, Adachi will generally only use the first hit, as the hit-grab portion of this move has terrible [[P4U2.5/Damage#Hitstun_Scaling|hitstun scaling]].<br />
<br />
In 2.0, this move was given persona invulnerability until the active frames, increasing its effectiveness as a poke.<br />
*'''Magatsu Mandala Buff:''' 1st hit: Poison. 2nd hit: Fear.<br />
}}<br />
<br />
===<big>{{clr|3|2C}}/{{clr|3|j.2C}}</big>===<br />
{{P4U2R Move Card<br />
|input=2C,j.2C|versioned=yes<br />
|description=<br />
;Both Versions<br />
*Whiffs on grounded opponents.<br />
*P2 (mid-combo proration) varies between the hit and the slam.<br />
*Can be cancelled after the hit to prevent the hitgrab.<br />
*'''Magatsu Mandala Buff:''' 1st hit: Poison. 2nd hit: Fear.<br />
;{{clr|3|2C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 24<br />
}}<br />
Magatsu-Izanagi performs an upward, '''Air Unblockable''' lunge to grab any airborne opponents, and then slams them to the ground to finish the two-part attack. {{clr|3|2C}} is a secondary anti-air, but also essential combo tool for Adachi. In a way, it is very similar to Kanji's "{{MMC|chara=Kanji Tatsumi|input=236C|label=Gotcha!}}" anti-air grab, but with a smaller hitbox.<br />
<br />
While the start-up is much slower than dedicated anti-airs and also lacks head-invulnerability, {{clr|3|2C}} is still a strong preemptive anti-air due to the range, active frames, angle, and being very unlikely to get punished. Many characters who like to take to the air can be sniped and punished to control the air space from relative safety. It is also useful for displacing Magatsu-Izanagi for some long-range gimmicks on both hit and whiff, such as {{clr|3|2C}} (whiff) into {{clr|3|5C}} or Ghastly Wail in neutral, or into Heat Riser / Magatsu Mandala in combos to secure buffs.<br />
<br />
When {{clr|3|2C}} is left to play out with the hitgrab, the spacing and harsh scaling only really finds use as a combo ender, but the animation does lets Adachi recover early and continue into basically any move or super if he is close enough. However, the ''initial hit'' when cancelled with Persona normals, specials, supers, and '''hop''' ''before'' the hitgrab completes is an essential tool in combos for setting up his main BNB of "[[P4U2.5/Tohru_Adachi/Combos#Tennis|Tennis]]". In this case, it scales normally like most other moves and has a relatively high untechable time, brewing up the perfect storm for juggle combos as he can launch with {{clr|3|2C}}, hop, and use a displaced {{clr|3|j.C}} to fling the opponent back to him for extended combos.<br />
<br />
{{clr|3|2C}} gets even more useful with Mandala active, as it applies Poison on the opponent to siphon bonus health while Adachi is already doing his high-damage combos.<br />
----<br />
;{{clr|3|j.2C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 35<br />
}}<br />
Basically the same function as {{clr|3|2C}}, but in the air and with a better start-up. For this reason, {{clr|3|j.2C}} is Adachi's go-to meterless combo ender anywhere, as it can connect in situations where {{clr|3|2C}} would not while still leading into Mandala or Ghastly Wail in the corner if he has the meter. It's also a better tool to use for Persona Displacement gimmicks, as Adachi recovers quicker when he does {{clr|3|j.2C}} close to the ground than when you do {{clr|3|2C}} normally.<br />
}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 39<br />
}}<br />
Magatsu-Izanagi claws in front of the duo. Another infamous normal from Adachi, and one of the best of its kind in the game for its great space control and just plain oppression.<br />
<br />
{{clr|3|j.C}} sports just about everything you could ever want in an air normal. It has a large and disjointed hitbox, deals great damage, and Magatsu-Izanagi also only trades at worst if Adachi is not hit himself due to Persona normal priority. All of this makes it a go-to in the air, and very good in its use cases. It hits very quickly and earlier than expected from IADs and even the laziest jump-ins while keeping Adachi relatively safe, and is also one of the few air normals that can actually beat some {{clr|2|2B}} anti-air attempts when timed right.<br />
<br />
However, this attack is ''not'' an overhead only has one cancel option (Excluding OMC). Adachi has to either cancel {{clr|4|j.D}}/{{clr|4|j.2D}}, or wait until he lands to continue pressure. Additionally, at some higher ranges Adachi will '''not''' be plus if the opponent blocks the move, so be careful not to use it too high up.<br />
<br />
For the pros of this move stated above, Adachi's {{clr|3|j.C}} is a BIG hurdle to jump in numerous matchups, but even moreso since it does at times beat out conventional counterplay with little risk against many characters. This is one of his moves where if the opponent does not have a solution to this button, they are going to have a terrible time in this matchup, and you're most likely going to have fun in getting to mash it like no tomorrow.<br />
<br />
For combos, {{clr|3|j.C}} is used in Adachi's most basic crouch confirms, and as a key part of his hop-cancel juggles, which allow for combo extensions.<br />
*'''Magatsu Mandala Buff:''' Poison.<br />
}}<br />
<br />
===<big>{{clr|4|5D}}/{{clr|4|j.D}}</big>===<br />
{{P4U2R Move Card<br />
|input=5D,j.D|versioned=yes<br />
|description=<br />
;Both Versions<br />
*'''Magatsu Mandala Buff:''' Shock.<br />
;{{clr|4|5D}}<br />
Magatsu-Izanagi charges up and fires off a multi-hit full screen projectile, similar to Elizabeth's Maziodyne special and Yu's Ziodyne super. Not used often for many reasons, but is still an option for Adachi to control parts of the screen by force.<br />
<br />
{{clr|4|5D}} has a full second of start-up, to where opponents can easily run up and hit Adachi or do other countermeasures to score a Counter-Hit and break a Persona card, so it is risky to use at random. However, Adachi can move once the attack starts firing so it is extremely plus on block, and he can use it this way to take his turn. <br />
<br />
On hit or block, it carries the opponent greatly as long as they are in the beam, but one of the biggest weaknesses of {{clr|4|5D}} is that it's also very easy to Instant Block. Beware giving opponents (particularly Shadow-Type characters) free SP, since even if they block it, they can gain upwards of 50 meter from mashing IB. This makes it not very favorable, even if the opponent does block it.<br />
----<br />
;{{clr|4|j.D}}<br />
The same move as {{clr|4|5D}}, risks included, just in the air and with a little less start-up. Use this to control the air on people that have really good air normals and air game. Although a bit weird to do, you can do an air unblockable set-up in the corner to catch opponents' techs, but some characters can escape that quite easily. <br><br />
<br />
This move can be used for his [[P4U2R/Tohru_Adachi/Combos#Land_Cancel|Land Cancel]] combos, and if the land cancel fails, the opponent will be carried by the beam if they aren't aware, making Adachi safe if he fails the combo. They can also be dragged into the corner if Adachi follows the opponent wheil they are inside the beam.<br />
}}<br />
<br />
===<big>{{clr|4|2D}}/{{clr|4|j.2D}}</big>===<br />
{{P4U2R Move Card<br />
|input=2D,j.2D|versioned=yes<br />
|description=<br />
;Both Versions<br />
*'''Forces Fatal Counter on Counter Hit.<br />
*'''Magatsu Mandala Buff:''' Shock<br />
;{{clr|4|2D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 41<br />
|active = 8<br />
}}<br />
Magatsu-Izanagi tracks and cleaves the opponent at where they stood when the button was pressed. One of Adachi's infamous moves, and when used wisely is very effective for a lot of things: mostly counter-poking and anti-zoning, but is sometimes used in pressure for frame-trapping and pressure resets due to the frame advantage.<br />
<br />
{{clr|4|2D}} has a very long start-up, leaving Adachi vulnerable for some time and making its reactive usage nearly impossible. However, it deals as much damage as a basic {{keyword|BnB}} combo on hit and CH (2378 on FC), with an enormous ground-splash hitbox, and is decently plus on block since Adachi can move as soon as Magatsu-Izanagi lands on the ground. It's great as a painful STOP sign to jumpscare and punish opponents at any range for playing reckless or attempting to zone Adachi out, and giving him some time to move in if it was blocked. Something to note is that it also has relatively high active frames, making it impossible to backdash on reaction.<br />
<br />
There are more weaknesses than the start-up, though. {{clr|4|2D}} is not active at all until Magatsu-Izanagi hits the ground, meaning that if the opponent times an attack right or already has an attack covering them (such as {{Character Label|P4U2R|Aigis|size=32px|label=Aigis}}'s {{clr|2|2B}}), they can break your Persona card before they are hit. However, they need to be on point for this as failing at punishing the start-up can cost them a chunk of health. <br />
<br />
{{clr|4|2D}} can also actually find use as a high-damage combo ender in the corner after {{clr|3|j.2C}}'s, where the movement of the opponent is not a factor and lets it hit mid-combo reliably. This gets even better with Mandala, as it will apply Shock with good timing and the opponent will have some options restricted during the pressure sequence afterward.<br />
----<br />
;{{clr|4|j.2D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 41<br />
|active = 8<br />
|recovery = 9<br />
}}<br />
Same as {{clr|4|2D}}, but in the air. This allows Adachi to keep the threat of interruptions and dealing with zoners even while airborne, and now it can function as either an anti-anti-air, or to hit opponents below him waiting for him to land. This version is typically used more often, since it compliments Adachi's {{clr|3|j.C}} well to round out his air neutral.<br />
<br />
Also useful for his land cancels. Can be used after displacing Magatsu-Izanagi, but carries the same risks as {{clr|4|2D}}.<br />
<br />
{{clr|4|j.2D}} also has more recovery and thus less frame advantage (and the advantage is also variable since Adachi is airborne), but it is still useful as a DP and mash bait in many pressure strings after other plus-on-block or jump-cancellable moves.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>[[P4U2R/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=5AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
A jumping strike. Adachi runs forward during the start-up. Covers good range and has a faster startup than its 1.1 equivalent, so feel free to use it once in a while. On block, Adachi will recover in front of the opponent, vulnerable to a punish combo. <br />
}}<br />
<br />
===<big>Sweep</big>===<br />
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=2AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 3<br />
|recovery = 17<br />
}}<br />
*Counter Hit recovery.<br />
A sweep that has a similar start-up animation to his AoA, which can be used to trick people if they aren't paying attention. Adachi runs forward during start-up but due to how long it takes, it can only be comboed into under certain conditions. Any {{clr|1|A}}/{{clr|2|B}} normal and {{clr|3|j.C}} can, on CH, FC, or crouch confirm, can be linked into sweep, allowing for tennis combos [{{clr|1|j.A}} only works when ''really'' low to the ground.]<br />
<br />
Has a period of Chest invuln, allowing it to low-profile Chest attribute attacks. <br />
}}<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
Adachi grabs the opponent, trips them, and then laughs. Awful damage, but in exchange you get 17 SP. If you OMC the throw as early as possible into {{clr|4|5D}}, you can OTG with {{clr|1|2A}} and corner carry really well. Can also be followed up with B Heat Riser, One More! Cancel or One More! Burst. <br />
<br />
While throw OMC cancels are outdated due to throws being super cancellable as part of 2.0 changes, OMC, {{clr|1|2A}}>{{clr|2|5B}}>{{clr|3|2C}} routing still works.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=j.CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
Adachi tosses the opponent to the ground, crushes their back with his feet on landing, then hops back. Deceptive hitbox. Same rules as with his ground throw to get followups, although combos are more limited midscreen, as very few characters can get hit by {{clr|2|5B}}>{{clr|3|2C}}. The {{clr|1|2A}}>{{clr|2|5B}}>{{clr|3|2C}} pickup does not work with his air throw.<br />
}}<br />
<br />
===<big>Get Lost!</big>===<br />
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=BD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 3<br />
|inactive2 = 18<br />
|active3 = 3<br />
|recovery = 36<br />
}}<br />
Adachi's DP that hits overhead, a sentence that perhaps describes P4AU perfectly. Higher risk and higher reward than average, it's surprisingly better for pressure than it is escaping it.<br />
<br />
Leaps a great distance forward for an overhead gun strike before following up with a low kick. Both hits sport great hitboxes, and can frequently hit at awkward angles or even behind Adachi. Combined with meter, his DP gets unusually high reward with easy super cancel followups into brief combos on top of a buff. In Awakening, cancelling or routing into Magatsu Mandala is especially nasty, turning the move into a borderline win condition and an excellent robbery tool. These traits make it an especially mean overhead mixup, one that hits faster than AoAs with few damage sacrifices.<br />
<br />
Sadly despite hitting overhead, the startup cripples this as a proper "get off me" option. Characters with quicker buttons can easily check if Adachi's used his DP and punish him massively afterwards. It's at least not the end of the world, the reward on hit is still great and it still goes pretty far.<br />
}}<br />
<br />
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}<br />
{{P4U2R Move Card<br />
|input=6AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
Same animation as {{clr|1|5AA}}. Fairly good hitbox. Often underused in 1.1 due to Adachi having one of the best reversal supers in the game, but it's still a reliable guard cancel that should see more use in 2.5.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==<br />
===<big>Pain in the Ass!</big>===<br />
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} > {{clr|1|A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=236A,236B,236AB,236A~A,236B~A,236AB~A|versioned=yes<br />
|description=<br />
*Often referred to as "Tackle"<br />
Adachi walks forward with a red after-image behind him. The different versions have different walking speeds; {{clr|1|A}} causes Adachi to move slowly, while {{clr|2|B}} and {{clr|1|A}}/{{clr|2|B}} cause him to move quickly. Pressing either of the Normal Attack buttons during this stance will cause Adachi to charge forward, with the effect changing depending on what version of the move was used.<br />
<br />
During the walking animation, Adachi can still do AOA, Throw, DP, Specials (including hop cancel) and Persona normals, but he cannot jump, sweep, dash nor roll.<br />
<br />
One of Adachi's best tools for setting up a strike-throw game. Adachi numerous options out of this stance give him great pressure, as the threat of a command grab and big damage looms behind it. A common setup is buttons > {{clr|1|214A}} > {{clr|2|236B}}, [delay {{clr|1|214A}} or {{clr|3|214C}}] for a strike/throw setup. Since Adachi can cancel just about any of his normals or {{clr|1|214A}} into this move, he has access to some frightening pressure. <br />
<br />
Side Note: On the very last frames, if the opponent has switched sides with Adachi, the followup will correct itself and tackle the opponent.<br />
-------<br />
;{{clr|1|236A}}<br />
Ram attack which knocks the opponent away. Slow walk speed.<br />
It also has projectile invulnerability for a good while, so it's good for dealing with midscreen zoning. You can also walk through burst or in some cases DPs (Kanji's for example). You can walk through supers like Akihiko's Maziodyne and then counter with your own super once their invulnerability is gone. While somewhat gimmicky, you can always use it if your opponent is getting careless with their projectiles.<br />
<br />
Due to its slower walk speed, it's very ambiguous and useful for close tick grab setups. Good for ending basic midscreen combos if you don't have meter, since it pushes opponents back towards the corner and grants Adachi a safejump opportunity. If opponents become used to the faster walkspeed of {{clr|2|236B}}, you can use this version to bait a DP and punish. <br />
-------<br />
;{{clr|2|236B}}<br />
Diving hitgrab. Fast walk speed.<br />
<br />
When the move hits, Adachi will grab them and throw them backwards spinning. If Adachi is close to the wall, his opponents will bounce off of it. Useful tool when you want to extend combos and get out of the corner or throw an opponent back in if they tried to escape. <br />
<br />
At a certain part on the hitbox, around the top part, it will not auto-grab the opponent but instead cause the opponent to slide which can be followed up, doing an extra chunk of damage in many corner combos. There are a few characters that are really hard to cause slide on. Said characters are Kanji, Yukiko, Sho and Minazuki.<br />
-------<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
You walk faster and farther than all of the other versions. Same diving hitgrab as the {{clr|2|B}} version, but once the move connects, you leave the opponent in a spinning state right next to you. You can follow up with microdash {{clr|2|5B}} or {{clr|2|236B}} for a further combo, or even combo into Heat Riser or Magatsu to begin the blender. This move is very useful in corner combos when you do not have enough meter for Heat Riser routing.<br />
<br />
It an also cause slide but shouldn't be used for it as B does the same damage and proration but without the meter use. This move also has some invuln frames that are only beaten by throws. Everything else will go right through. However, said invuln does not start immediately nor does it last the whole duration. Adachi is only invuln the time he's flashing on blue.<br />
'''This property is not carried to the tackle followup.''' Thus, this move can be used to check opponents who are relentlessly mashing DP against Adachi's pressure, which can reward you handsomely with a full combo (and potentially regaining the corner) if you so choose. <br />
}}<br />
<br />
===<big>Scared?</big>===<br />
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214A,214B,214AB|versioned=yes<br />
|description=<br />
*Often referred to as "Gunshot"<br />
Downward-aimed gun shot. Fast attack. Useful for many things, such as ending combo to force a tech or cancelling into Magatsu/Heat Riser. It can also be used to keep the opponent in check as a pressure ender, since it is only -3. Has the excellent ability to be '''special cancellable into itself''' once in a string, while also being special cancellable into other specials. <br />
<br />
-------<br />
;{{clr|1|214A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 35<br />
}}<br />
Adachi shoots in-front of himself. Really good move for pressure as you can do a lot of options afterwards, like go for a reset with {{clr|2|236A}} > {{clr|3|5C}} or something similar if they respect your pressure. Can be done twice with delay to catch people mashing, though you sadly can't follow up with anything other than a One More cancel. On hit, you can perform {{clr|1|A}} Tackle to get a safejump or SB Tackle into whatever you like for a full combo. This also becomes even more threatening if they are in the corner. Can hit OTG, but will force tech if that's the case. It will always hit if done at point blank on the corner.<br />
-------<br />
;{{clr|2|214B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 35<br />
}}<br />
Adachi shoots around 1/3rd away from himself. A good tool to keep the opponent in check from a distance. Still has the same effects as the {{clr|1|A}} version on when the bullet hits, but it can whiff on close opponents. Will go off screen if your opponent is on the corner.<br />
-------<br />
;{{clr|1|214A}}+{{clr|2|B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 29<br />
}}<br />
Adachi shoots at a farther distance that can track and hit the opponent in the area of the bullet, which can go up to 2/3rds of the screen. Massively plus on block, longer recovery for opponent so it's easy to follow up, ground bounces on air hit (opponent has to be very close to the ground for this to hit in the air). Often used as a launcher for Tennis combos or during blockstrings as it is obscenely plus on block, completely resetting pressure if you're close enough.<br />
}}<br />
<br />
===<big>Evil Smile</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=236C/D,236CD|versioned=yes<br />
|description=<br />
Magatsu Izanagi appears behind Adachi and summons a ghost to hit the opponent. If the ghost hits, the opponent is inflicted with Fear. Deals no damage, no meter gain. Whiffs on crouching opponents. <br />
<br />
Being capable of inflicting Fear at any time is very good, and being able to recover quickly afterwards means that throwing it out in neutral isn't a bad idea. It's an even better one if you have 25 meter in your pocket, since a counterhit means you can cancel into Sweep > SB Gunshot > [[P4U2R/Tohru_Adachi/Combos#Tennis|Tennis]] for massive damage. Getting one good hit in after hitting someone with Evil Smile could flip the pace of the game and potentially give you the upper hand. <br />
-------<br />
;{{clr|3|236C}} <br />
Ghost appears about halfscreen distance from Adachi, whiffs on close opponents, doesn't even appear when too close to a cornered opponent. Not that great for neutral situations, since enemies can run up and punish you. Okay in pressure if you've been pushed far away. <br />
-------<br />
;{{clr|4|236D}}<br />
Ghost appears about fullscreen distance from Adachi, doesn't even appear unless the opponent is at fullscreen distance or Adachi is backed in a corner.<br />
-------<br />
;{{clr|3|236C}}+{{clr|4|D}}<br />
Ghost homes in on opponent's location regardless of distance. Amazing in pressure since it can hit people crouching and can actually bait DPs/reversals as well as reset pressure. Does not home vertically so will whiff on opponents high enough in the air. All around amazing move.<br />
*{{Character Label|P4U2R|Teddie}} will not get hit by Evil Smile when crouching.<br />
}}<br />
<br />
===<big>Megidola</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214C,214D,214CD|versioned=yes<br />
|description=<br />
;All Versions<br />
*Cannot be cancelled into from normals.<br />
*Launches the opponent higher on Counter Hit, but does not get CH damage bonus.<br />
*'''All versions Fatal Counter on Counter Hit.<br />
*Full Counter Hit recovery.<br />
Adachi grabs, taunts and shoves the opponent, and then Magatsu-Izanagi smites them with an Almighty bolt. This move is a '''command grab''' that serves as the main threat of his pressure game, as it opens up blocking opponents for some uniquely high reward in many situations. Cancelling Walk Stance into this move is a great way to set up strike/throw mixups. <br />
<br />
It can be super canceled on normal hit into Heat Riser to start a combo, or Magatsu Mandala for the buffs, and sometimes both in the same combo is also viable if possible. Do note that there is a long recovery on whiff like most command grabs and is also complete Counter Hit state during that, so beware the punishment on failure. That being said, this fluid amount of combo options with meter makes Megidola uniquely rewarding on hit, so keeping opponents afraid of it is a must. <br />
<br />
All versions also launch the opponent higher on CH, so you can convert into a combo without needing to spend resources, and possibilities get even better in the corner.<br />
*'''Magatsu Mandala Buff:''' Shock.<br />
-------<br />
;{{clr|3|214C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 39<br />
}}<br />
Has the shortest range and deals the least raw damage out of all of the command grabs, but also has quicker start-up than the {{clr|4|D}} version. This is your basic command grab for tick throws, but also fast punishes, as it is '''a 9F start-up Fatal punish.<br />
-------<br />
;{{clr|4|214D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 2<br />
|recovery = 39<br />
}}<br />
*Has mid start-up throw invincibility.<br />
Has a longer start-up than both of the other versions, but in exchange has better range than the {{clr|3|C}} version and has some throw invincibility (that does ''not'' start on frame 1, but goes all the way through its active frames). As a result, if timed well enough, it can counter defensive throws and throw OS for a handsome reward when it Fatals against those options, making Adachi's strike/throw game all that much stronger. The range also makes it very effective mid-pressure, as Adachi can use it to go for throws after more unique strings when paired with his other tools, such as 236B or 5C.<br />
-------<br />
;{{clr|3|214C}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 29<br />
}}<br />
*Has throw invincibility all throughout start-up and active frames.<br />
Best of both worlds between the {{clr|3|C}} and {{clr|4|D}} versions; SB version deals the most raw damage and has the short start-up of the {{clr|3|C}} version, plus the extended range of the {{clr|4|D}} version. On top of that, it sports frame 1 throw invincibility all the way through its active, allowing it to counter throws more often and be more potent of a mix-up in many situations, and also has faster recovery so it's slightly safer on whiff.<br />
<br />
On CH, you are able to combo into your main combo filler, [[P4U2R/Tohru_Adachi/Combos#Tennis|Tennis]], anywhere without having the need to be in the corner to deal more damage. <br />
}}<br />
<br />
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==<br />
===<big>Heat Riser</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=236236A,236236B,236236AB|versioned=yes<br />
|description=<br />
<br />
A fiery upwards slash that appears in Izanagi's location. Versatile combo tool, applies a helpful buff, extremely useful when the Magatsu Mandala buff is active. Can be comboed into {{clr|3|2C}}. On hit, an icon of Adachi's head in red with a positive up arrow appears on top of his meter bar and he gains a 10% attack boost to all of his attacks as well as a 10% defense boost. (Example: Adachi's {{clr|3|j.C}} deals 880 damage with the buff, as opposed to dealing 800. And instead of taking 900 damage from [[P4U2R/Yu_Narukami|Narukami's]] {{clr|3|5C}}, he'll take 818 instead.) All versions are Fatal Recovery.<br />
<br />
*'''Magatsu Mandala Buff:''' Fear & Poison<br />
-------<br />
;{{clr|1|236236A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 48<br />
}}<br />
Fast Start-up, opponent can tech sooner. Can be used to end a combo if the opponent is far away from you after you used {{clr|3|2C}}/{{clr|3|j.2C}} for example, but it should not be used to extend your combos however as the other versions do that better.<br />
-------<br />
;{{clr|2|236236B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 36<br />
}}<br />
Slower than {{clr|1|A}} version but more untech time, allowing for you to follow up with {{clr|2|5B}} or {{clr|3|2C}} in combos. Your go to launcher when you have 50 meter, as it gives you a damage buff for the rest of the combo and for the rest of the duration your persona doesn't get broken and sets up your main combo fillers.<br />
-------<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 32<br />
}}<br />
The buff is applied even if Heat Riser whiffs or is blocked. Short recovery and a lot of untech time, more follow ups are possible afterwards because of this. It even allows you to setup 5D, allowing Adachi to do an ambiguous mix up game if done in the corner similar to Narukami's Ziodyne > OMC mixup game. When not in awakening, it's the best move to super cancel into if your DP is blocked.<br />
}}<br />
<br />
===<big>Atom Smasher</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=236236C,j.236236C,236236D,j.236236D,236236CD,j.236236CD|versioned=yes<br />
|description=<br />
A fullscreen multi-slash which is similar to Akihiko's Maziodyne. The move can be used as a combo-ender to finish a round in some scenarios, but leaves Adachi open if the opponent blocks, backdashes or rolls throughs the first hit. Fatal Recovery. Since the 2.0 patch, the {{clr|3|C}}/SB versions of the super have increased startup, with the {{clr|3|C}} version getting increased recovery as well.<br />
If Adachi does any version of this super in the air, he's stuck on Fatal Counter recovery until he lands.<br />
<br />
*'''Magatsu Mandala Buff:''' Fear & Panic<br />
-------<br />
;{{clr|3|236236C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 39<br />
|recovery = 46<br />
}}<br />
Fast but Adachi has a lot of recovery. Very punishable on block.<br />
-------<br />
;{{clr|4|236236D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 34<br />
|active = 39<br />
|recovery = 19<br />
}}<br />
Slower start-up but Adachi's recovery is faster. +2 on block, making it the default reversal if he does not have 75 meter. However, with the long startup this super has, this makes it more obvious for the opponent to react and know how to punish you accordingly. Use wisely<br />
-------<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 39<br />
|recovery = 19<br />
}}<br />
No longer the same move it used to be. It now has the same startup as the {{clr|3|C}} version, but it's still +2 on block. Really good damage on counterhit. If you see or read the enemy doing something that has long recovery, use this and get a combo afterwards.<br />
}}<br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Magatsu Mandala</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214214A,214214B,214214AB|versioned=yes<br />
|description=<br />
Magatsu Izanagi creates a red vortex. If the attack hits, the opponent will be sucked into the vortex and they will be thrown up to the air. When Adachi uses the attack, a purple icon of Magatsu Izanagi's head with a positive up arrow appears on top of his meter bar and his persona attacks now inflicts several status effects. The buff is applied even if Magatsu Mandala whiffs or is blocked, but NOT if you get hit on the first frames. Only {{clr|2|B}}/SB versions lead into a safejump.<br />
*'''Magatsu Mandala Buff:''' Mute & Panic<br />
-------<br />
;{{clr|1|214214A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 21<br />
|recovery = 38<br />
}}<br />
The super comes out at Magatsu Izanagi's current location, useful followup after {{clr|3|2C}}/{{clr|3|j.2C}} or after displacing your persona with the previously mentioned moves to activate the buff safely if the opponent is far away from you.<br />
-------<br />
;{{clr|2|214214B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 48<br />
|recovery = 49<br />
}}<br />
The super comes out at Adachi's current location. Comboable in the corner with {{clr|1|2A}}/{{clr|1|5A}}/{{clr|2|5B}} depending on height. Also has combo potential midscreen. Has some invuln on the first frames but will not kick in immediately.<br />
-------<br />
;{{clr|1|214214A}}+{{clr|2|B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 45<br />
|recovery = 30<br />
}}<br />
The super comes out at Magatsu Izanagi's current location. In the corner, this super has no height restriction, allowing Adachi to combo off grounded opponents (throw, megidola, DP, etc). Since it's -1, it is the best super to cancel into after a blocked DP when you're in the awakening state.<br />
}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214214C,214214D,214214CD|versioned=yes<br />
|description=<br />
Great reversal and deals huge damage as a combo ender.<br />
<br />
Downwards claw slash. '''The {{clr|3|C}} and {{clr|3|C}}+{{clr|4|D}} versions of this super is a 0F Command grab. If you see it and you weren't jumping you got hit'''. If the attack hits, the opponent gets inflicted with Fear. Similar to Elizabeth's Ghastly Wail, additional damage is done if the opponent is already afflicted by Fear. When Izanagi is displaced somewhere on the screen (ie. after {{clr|3|2C}}/{{clr|3|j.2C}} or {{clr|4|2D}}), the throw is relative to his position, not Adachi's. If displaced with {{clr|3|2C}}/{{clr|3|j.2C}} or {{clr|4|2D}}, all versions of Ghastly Wail will autocorrect to face the opponent.<br />
*'''Magatsu Mandala Buff:''' Huge damage increase on opponents as if they were Feared, also applies Mute & Fear<br />
-------<br />
;{{clr|3|214214C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 56<br />
}}<br />
Insanely fast, but deals the least damage. 0F after super flash, your main go to reversal when in the awakening state<br />
-------<br />
;{{clr|4|214214D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 50<br />
}}<br />
Slower than the {{clr|3|C}} version, but deals more damage. This version should be used in combos after {{clr|1|236A}}+{{clr|2|B}} so you can cash out your meter while making the opponent hurt<br />
-------<br />
;{{clr|3|214214C}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 51<br />
}}<br />
It has the same speed as the {{clr|3|C}} version and the same damage as the {{clr|4|D}} version<br />
<br />
{{(!}} class="wikitable" style="text-align:left"<br />
{{!}}-<br />
! Version !! Hit State !! Max Damage<br />
{{!}}-<br />
{{!}} {{clr|3|C}} {{!}}{{!}} Neutral {{!}}{{!}}1000,180,300*2,720 (2500)<br />
{{!}}-<br />
{{!}} {{clr|3|C}}{{!}}{{!}} Magatsu Mandala Buff{{!}}{{!}} 1000,180,300*4,1020 (3400)<br />
{{!}}-<br />
{{!}} {{clr|3|C}}{{!}}{{!}} Fatal Counter (Fear){{!}}{{!}}1300,180,300*4,1020 (3700)<br />
{{!}}-<br />
{{!}} {{clr|4|D}}/SB{{!}}{{!}} Neutral{{!}}{{!}} 1000,180,300*2,1200 (2980)<br />
{{!}}-<br />
{{!}} {{clr|4|D}}/SB {{!}}{{!}} Magatsu Mandala Buff{{!}}{{!}}1000,180,300*4,1600 (3980)<br />
{{!}}-<br />
{{!}} {{clr|4|D}}/SB{{!}}{{!}}Fatal Counter (Fear){{!}}{{!}}1300,180,300*4,1600 (4280)<br />
{{!)}}<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==<br />
===<big>Yomi Drop</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}<br />
{{P4U2R Move Card<br />
|input=222CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 74<br />
|active = 5<br />
|recovery = 39<br />
}}<br />
Adachi summons Magatsu Izanagi as he clutches his head in pain, while Magatsu Inaba's entrance starts to form on the ground. If the attack lands, Adachi's IK illustration will appear as Magatsu Izanagi drags the opponent down with him. Magatsu Izanagi strikes the opponent with a devastating blow from his sword and the attack will end. The screen will then cut back to Adachi as he and Magatsu Izanagi disappear in a blanket of red fog. While the start up is fast compared to the other Instant Kills, it can be easily avoided by either jumping or blocking. <br />
}}<br />
<br />
==Colors==<br />
{{P4U2RColors<br />
|Character=Adachi<br />
|Size=180<br />
|reference9=[https://megamitensei.fandom.com/wiki/Katsuya_Suou ''Katsuya Suou (P2)'']<br />
|P_reference9=[https://megamitensei.fandom.com/wiki/Hyperion ''Hyperion (P2)'']<br />
|reference10={{Character Label|BBCF|Yuuki Terumi|size=42px}}<br />
|P_reference10={{Character Label|BBCF|Susano'o|size=42px}}<br />
|reference11=[https://guiltygear.fandom.com/wiki/Robo-Ky_II ''Robo-Ky Mk. II'']<br />
|reference15=[https://megamitensei.fandom.com/wiki/Kyouji_Kuzunoha ''Kyouji Kuzunoha (Shin Megami Tensei: Devil Summoner)'']<br />
|P_reference15=[https://megamitensei.fandom.com/wiki/Kyouji_Kuzunoha ''Kyouji Kuzunoha (Shin Megami Tensei: Devil Summoner)'']<br />
|reference17=The Joker<br />
|P_reference17=The Joker<br />
|reference23=''Velvet Room Attendant''<br />
|P_reference23=''Velvet Room Attendant''<br />
|reference25=''Christmas''<br />
|P_reference25=''Christmas''<br />
|reference27=''Dengeki''<br />
|P_reference27=''Dengeki''<br />
|reference28={{CLabel|P4U2R|Yu Narukami|size=42px}}<br />
|P_reference28=[https://breezewiki.com/megamitensei/wiki/Izanagi Izanagi (P4)]<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Tohru Adachi|size=36px}}</center><br />
{{P4U2R/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=P4U2R/Tohru_Adachi&diff=440196P4U2R/Tohru Adachi2024-01-11T00:35:02Z<p>JC: /* {{clr|2|5B}} */</p>
<hr />
<div>{{MFlag|cleanup}}<br />
{{notice|While Adachi's page here may be undergoing re-writes, there exists some complete resources covering the character in this version: <br/><br />
Adachi gitbook: https://heli-visions-adachi-gitbook-edit.gitbook.io/adachi-guide-p4u2.5/ <br/><br />
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.}}<br />
==Overview==<br />
{{P4U2R/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= Adachi is a '''rushdown and pseudo-grappler''' character, that by nature makes himself a threat at all times with his excellent Persona usage and being able to snowball from many of his openings. He prides himself on his '''great Persona normals''' such as {{clr|3|5C}} and {{clr|3|j.C}} and various other moves that allow for harassment, and specifically threatens his [[#Megidola|command grabs]] for handsome reward out of his strike/throw pressure. This is on top of using his many unique special cancels to keep an opponent locked down with unpredictable frame-traps and pressure resets. A good Adachi player is also guaranteed to make good use of his more easily-accessible buffing super, [[#Heat Riser|Heat Riser]], to bolster the threat of just about any of his options on both offense and defense.<br />
<br />
While Adachi can keep good momentum, he does have his flaws; even though his Furious Action is one of the faster overheads in the game on offense, it's actually a weak defensive option for him as it can be way too slow to hit opponents out of their pressure or okizeme. Due to this, Adachi tends to rely a bit more on his reversal supers to get out of a pinch, but his main ones require '''75 SP''' to be reliable or are limited to Awakening only. This is on top of him already spending SP on SB moves and his buffing supers constantly during the game for pressure and conversions, so '''his SP often runs thin'''.<br />
<br />
When Adachi is in a bad state, however, his main trick is that he can make '''powerful comebacks''' using his [[#Magatsu_Mandala|'''Magatsu Mandala''']] super to flip the game back into his favor. This is because Magatsu Mandala can allow him to inflict '''several ailments''' like Fear and Poison during combos to keep his momentum flowing that can be hard to stop. When potentially paired with Heat Riser and the massive reduction of options and counterplay while stuck in the Magatsu vortex, your next bad play against Adachi in Awakening could very well cripple you, or equate to death.<br />
}}<br />
{{P4U2R/infobox<br />
|fastestAttack = {{clr|1|5A}} / {{clr|1|2A}} (6F)<br />
|reversalType = Attack (23F)<br />
|fatalStarter = {{clr|4|2D}} / {{clr|4|j.2D}} <br/> {{clr|3|214C}}/{{clr|4|D}}<br />
|fatalRecovery = All {{clr|1|236236A}}/{{clr|2|B}} <br/> All {{clr|3|236236C}}/{{clr|4|D}} <br/> All {{clr|1|214214A}}/{{clr|2|B}}<br />
}}<br />
{{ProsAndCons<br />
|intro= is an rushdown character who likes to play obnoxiously with his great Persona buttons and comeback potential when his install supers are active.<br />
|pros = <br />
*'''Obnoxious Persona''': Magatsu-Izanagi's moves are generally very strong. {{clr|3|j.C}} in particular is a massive air normal that is difficult to contest. In addition to this, it is one of only two of his Persona moves that are burstable.<br />
*'''Pressure Game''': Adachi has many unique cancel options from his specials, and also plenty of good pressure reset options in general. His reward from his hits can often be stable and consistent.<br />
*'''Meter Utilitarian''': From plus pressure resets, fullscreen reversals and command grabs, there's nothing Adachi can't do with a bit of meter. Can also get access to unique buffs through {{MMC|input=236236B|label=Heat Riser}} and {{MMC|input=214214A|label=Magatsu Mandala}}, the latter of which lives in infamy and deserves a pro of its own.<br />
*'''Comeback King''': Once in Awakening, Magastu Mandala steals the show with its status afflictments, particularly [[P4U2R/Ailments#Poison|Poison]], giving Adachi a notorious robbery factor. As a nice bonus, Adachi also has very easy access to sideswaps for reversing the corner position and instantly becoming a threat.<br />
|cons = <br />
*'''Extremely Persona-Reliant''': Because a majority of Adachi's strengths are entirely dependent on his Persona, being Broken deprives him of nearly all threat he carries. He also loses any buffs applied from his supers, potentially making them a waste of meter.<br />
*'''Meter Reliant''': SB Skills to continue {{keyword|BnB}}s and pressure, win condition buffs being locked behind supers, and the need for universal defensive options all compete for Adachi's meter. Cashing out is a delicate balancing act, without it Adachi's all bark and no bite.<br />
*'''Limited Defense''': Adachi's DP is one of the slowest in the game, and his other metered defensive options are flawed. His defense is only objectively improved with 75 SP or Awakening status.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Buffs and Ailments<br />
|content=<br />
Two of Adachi's supers, Heat Riser and Magatsu Mandala, apply unique buffs to Adachi for the remainder of the round or until he gets Persona Broken. Both buffs can be used at the same time.<br />
<br />
The Magatsu Mandala buff can be acquired even if the super whiffs or is blocked, while Heat Riser must hit the opponent. <br />
<br />
::[[File:P4AU_Adachi_Buffs.png|thumb|150px|Heat Riser Buff is on the left, Magatsu Mandala Buff is on the right.]]<br />
<br />
:*'''Heat Riser Buff:''' Adachi receives a 10% damage boost to all of his attacks, along with a 10% defense boost. When active, a red icon of Adachi's face appears above Adachi's meter. <br />
<br />
:*'''Magatsu Mandala Buff:''' Adachi's Persona will apply different status ailments on all Persona-related normals, specials and supers. When active, a purple icon of Magatsu Izanagi appears above Adachi's meter. The ailments are:<br />
<br />
::*'''Poison''': {{clr|3|5C}}, {{clr|3|2C}}, {{clr|3|j.C}}, {{clr|3|j.2C}}, Heat Riser.<br />
::*'''Shock''': {{clr|4|5D}}, {{clr|4|2D}}, {{clr|4|j.2D}}, Megidola.<br />
::*'''Panic''': Atom Smasher, Magatsu Mandala.<br />
::*'''Silence''': Ghastly Wail, Magatsu Mandala.<br />
::*'''Fear''': {{clr|3|5C}} (ground stomp), {{clr|3|2C}} (ground slam), {{clr|3|j.2C}} (ground slam), Atom Smasher, Heat Riser, Ghastly Wail.<br />
::*Additionally, '''Ghastly Wail''' will always do extra damage, as if the opponent was inflicted with Fear.<br />
<br />
:All of these statuses last for 300F, except for Poison which only lasts 180F.<br />
<br />
*Lastly, you'll be reading a lot of "displacing" Adachi's Persona, Magatsu Izanagi. By "displacing", we mean the fact that Magatsu Izanagi can do a lot of moves from the position he's in, not Adachi's. This is frequent after a {{clr|4|2D}} or a {{clr|3|2C}}, as you can attack the opponent from fullscreen to catch them off guard.<br />
}}<br />
{{card<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|t768ylZMHz0|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
{{P4U2R Move Card<br />
|input=5A,5AA,5AAA|versioned=yes<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 16<br />
}}<br />
'''{{clr|1|5A}}''' is Adachi's fastest ground normal tied with {{clr|1|2A}}. Has a fairly good vertical hitbox, which helps with air confirms. Significantly negative on block, so it's best chained into {{clr|1|2A}} to remain safe. One of his two jump cancelable moves on block. Has quite a bit more recovery than 2A which should be accounted for when choosing your meaty option. It's vertical hitbox is also a great way to anti-air in tighter situations on counter hit such as counter poking in neutral or punishing a faster recovering airborne move for a full land cancel combo. 6 frames but still a decent abare tool.<br />
----<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
'''{{clr|1|5AA}}''' moves forward during the attack. A good button to confirm into for both combos and pressure. Since it moves you forward enough to continue pressure, this button can be used to set up tick throws to see if the opponent is sleeping on you. Actually an insanely good starter and if correctly confirmed can lead to significant damage even off non-CH. Great stagger tool.<br />
----<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
'''{{clr|1|5AAA}}''' is a low attack. If the opponent is too high after {{clr|1|5AA}}, {{clr|1|5AAA}} will not connect. A good button for meterless crouch confirms since you get the bonus SP and some of your burst back when you cancel into the rest of your autocombo. Autocombo is especially useful for Adachi as he is always starving for meter and it gives great corner carry which is exactly where Adachi shines. '''Sweep Cancellable''', making it a good button to use every once in a while in pressure to keep your opponent in check and see if they are blocking low. <br /><br />
''Note: {{clr|1|5AAA}} is '''not''' a true blockstring.''<br />
}}<br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
{{P4U2R Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Upwards gun swing. Small damage. Can combo into itself up to three times. Unlike most {{clr|1|2A}}s, Adachi's is not a low attack. -2 on block, giving it utility in stagger pressure and allowing you to do tick throws. Used in certain Magatsu Mandala routes to pick up an opponent after Mandala. The 2A pickup also applies in no tech situations and if followed up with 5B allows you to do a full tennis combo. Commonly used after 5C or 2C as well to do an instant tech reset for air unblockables and can be incorporated into your mind games. It's fast recovery also allows you to recover more quickly and allows more leniency in meaty timing. Good meaty choice against certain DPs, especially Adachi himself.<br />
}}<br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
{{P4U2R Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|inactive2 = 10<br />
|active3 = 3<br />
|inactive4 = 5<br />
|active5 = 3<br />
|recovery = 20<br />
}}<br />
Quick hand swipe. Two additional hits that move you forward are performed automatically if the move is not cancelled after the first hit, which makes {{clr|2|5B}} especially bad on whiff. Any of the three hits are forward dash-cancellable on hit or block. While very punishable on whiff, the attack's range is good and often underestimated.<br />
<br />
Is a great way to ensure a punish on certain DPs on block or certain whiffed airborne moves in neutral. Good examples are Mitsuru DP and Marie DP. 2Bing Mitsuru DP will get you punished and the timing on Marie DP is so tight that playing the super cancel mind game while maintaining consistent damaging punishes is almost impossible when trying to use 2B instead. Letting 2 hits come out on a counterhit is the easiest way to ensure a confirm. I wouldn't recommend using it as a general anti-air as it obviously has no head invulnerability but do not discount its niche anti-air uses. Can also confirm into sweep off raw CH 5B which is useful.<br />
<br />
*Dash Cancel is -5 on block for the first hit, -7 for the additional hits.<br />
}}<br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
{{P4U2R Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 17<br />
|specialRecovery = 16<br />
}}<br />
An upward kick. Adachi moves forward during the attack.<br />
Like most {{clr|2|2B}}s, Adachi's is an anti-air attack that's both air unblockable and has a period of Head invuln.<br /><br />
On counter-hit, the opponent is launched upward, allowing for very damaging follow-up combos. <br /><br />
However, {{clr|2|2B}} shouldn't be used randomly due to its lengthy recovery and Adachi's forward movement; if poorly spaced, Adachi's {{clr|2|2B}} will whiff. Very negative on block, but it's jump-cancellable on both hit and block, so jump-cancel to remain safe. <br />
}}<br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Fast gun jab, but limited range. Can combo into itself up to three times. Overhead. <br />
}}<br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
Long range kick. Only one frame slower start-up than {{clr|1|j.A}} and has much better horizontal range than {{clr|1|j.A}}, making {{clr|2|j.B}} a good tool for air-to-air battles. On CH, one can link it into {{clr|2|5B}} for a tennis combo. Overhead. <br />
}}<br />
<br />
==Persona Moves==<br />
===<big>{{clr|3|5C}}</big>===<br />
{{P4U2R Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 2<br />
|recovery = 24<br />
}}<br />
*Three-part attack: Magatsu Izanagi performs a stab, followed by a grab, then throws the opponent to the ground and stomps them. <br />
*If the opponent is hit by the tip of the move, or Adachi cancels the move, M.Izanagi will only do the first hit.<br />
<br />
A multi-hitting attack that can be special-canceled after the first hit. During the grab portion of the attack, Adachi can still move and attack while M.Izanagi is active, but he can not use any persona attacks until the move is completed (Fourth hit, M.Izanagi's stomp).<br />
<br />
Covers good range but significantly negative on block. A strong poke and combo tool, particularly when cancelled after the first hit, but beware of whiffs, as both the start-up and recovery for the move leave both Adachi and his persona vulnerable. In combos, Adachi will generally only use the first hit, as the hit-grab portion of this move has terrible [[P4U2.5/Damage#Hitstun_Scaling|hitstun scaling]].<br />
<br />
In 2.0, this move was given persona invulnerability until the active frames, increasing its effectiveness as a poke.<br />
*'''Magatsu Mandala Buff:''' 1st hit: Poison. 2nd hit: Fear.<br />
}}<br />
<br />
===<big>{{clr|3|2C}}/{{clr|3|j.2C}}</big>===<br />
{{P4U2R Move Card<br />
|input=2C,j.2C|versioned=yes<br />
|description=<br />
;Both Versions<br />
*Whiffs on grounded opponents.<br />
*P2 (mid-combo proration) varies between the hit and the slam.<br />
*Can be cancelled after the hit to prevent the hitgrab.<br />
*'''Magatsu Mandala Buff:''' 1st hit: Poison. 2nd hit: Fear.<br />
;{{clr|3|2C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 24<br />
}}<br />
Magatsu-Izanagi performs an upward, '''Air Unblockable''' lunge to grab any airborne opponents, and then slams them to the ground to finish the two-part attack. {{clr|3|2C}} is a secondary anti-air, but also essential combo tool for Adachi. In a way, it is very similar to Kanji's "{{MMC|chara=Kanji Tatsumi|input=236C|label=Gotcha!}}" anti-air grab, but with a smaller hitbox.<br />
<br />
While the start-up is much slower than dedicated anti-airs and also lacks head-invulnerability, {{clr|3|2C}} is still a strong preemptive anti-air due to the range, active frames, angle, and being very unlikely to get punished. Many characters who like to take to the air can be sniped and punished to control the air space from relative safety. It is also useful for displacing Magatsu-Izanagi for some long-range gimmicks on both hit and whiff, such as {{clr|3|2C}} (whiff) into {{clr|3|5C}} or Ghastly Wail in neutral, or into Heat Riser / Magatsu Mandala in combos to secure buffs.<br />
<br />
When {{clr|3|2C}} is left to play out with the hitgrab, the spacing and harsh scaling only really finds use as a combo ender, but the animation does lets Adachi recover early and continue into basically any move or super if he is close enough. However, the ''initial hit'' when cancelled with Persona normals, specials, supers, and '''hop''' ''before'' the hitgrab completes is an essential tool in combos for setting up his main BNB of "[[P4U2.5/Tohru_Adachi/Combos#Tennis|Tennis]]". In this case, it scales normally like most other moves and has a relatively high untechable time, brewing up the perfect storm for juggle combos as he can launch with {{clr|3|2C}}, hop, and use a displaced {{clr|3|j.C}} to fling the opponent back to him for extended combos.<br />
<br />
{{clr|3|2C}} gets even more useful with Mandala active, as it applies Poison on the opponent to siphon bonus health while Adachi is already doing his high-damage combos.<br />
----<br />
;{{clr|3|j.2C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 35<br />
}}<br />
Basically the same function as {{clr|3|2C}}, but in the air and with a better start-up. For this reason, {{clr|3|j.2C}} is Adachi's go-to meterless combo ender anywhere, as it can connect in situations where {{clr|3|2C}} would not while still leading into Mandala or Ghastly Wail in the corner if he has the meter. It's also a better tool to use for Persona Displacement gimmicks, as Adachi recovers quicker when he does {{clr|3|j.2C}} close to the ground than when you do {{clr|3|2C}} normally.<br />
}}<br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
{{P4U2R Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 39<br />
}}<br />
Magatsu-Izanagi claws in front of the duo. Another infamous normal from Adachi, and one of the best of its kind in the game for its great space control and just plain oppression.<br />
<br />
{{clr|3|j.C}} sports just about everything you could ever want in an air normal. It has a large and disjointed hitbox, deals great damage, and Magatsu-Izanagi also only trades at worst if Adachi is not hit himself due to Persona normal priority. All of this makes it a go-to in the air, and very good in its use cases. It hits very quickly and earlier than expected from IADs and even the laziest jump-ins while keeping Adachi relatively safe, and is also one of the few air normals that can actually beat some {{clr|2|2B}} anti-air attempts when timed right.<br />
<br />
However, this attack is ''not'' an overhead only has one cancel option (Excluding OMC). Adachi has to either cancel {{clr|4|j.D}}/{{clr|4|j.2D}}, or wait until he lands to continue pressure. Additionally, at some higher ranges Adachi will '''not''' be plus if the opponent blocks the move, so be careful not to use it too high up.<br />
<br />
For the pros of this move stated above, Adachi's {{clr|3|j.C}} is a BIG hurdle to jump in numerous matchups, but even moreso since it does at times beat out conventional counterplay with little risk against many characters. This is one of his moves where if the opponent does not have a solution to this button, they are going to have a terrible time in this matchup, and you're most likely going to have fun in getting to mash it like no tomorrow.<br />
<br />
For combos, {{clr|3|j.C}} is used in Adachi's most basic crouch confirms, and as a key part of his hop-cancel juggles, which allow for combo extensions.<br />
*'''Magatsu Mandala Buff:''' Poison.<br />
}}<br />
<br />
===<big>{{clr|4|5D}}/{{clr|4|j.D}}</big>===<br />
{{P4U2R Move Card<br />
|input=5D,j.D|versioned=yes<br />
|description=<br />
;Both Versions<br />
*'''Magatsu Mandala Buff:''' Shock.<br />
;{{clr|4|5D}}<br />
Magatsu-Izanagi charges up and fires off a multi-hit full screen projectile, similar to Elizabeth's Maziodyne special and Yu's Ziodyne super. Not used often for many reasons, but is still an option for Adachi to control parts of the screen by force.<br />
<br />
{{clr|4|5D}} has a full second of start-up, to where opponents can easily run up and hit Adachi or do other countermeasures to score a Counter-Hit and break a Persona card, so it is risky to use at random. However, Adachi can move once the attack starts firing so it is extremely plus on block, and he can use it this way to take his turn. <br />
<br />
On hit or block, it carries the opponent greatly as long as they are in the beam, but one of the biggest weaknesses of {{clr|4|5D}} is that it's also very easy to Instant Block. Beware giving opponents (particularly Shadow-Type characters) free SP, since even if they block it, they can gain upwards of 50 meter from mashing IB. This makes it not very favorable, even if the opponent does block it.<br />
----<br />
;{{clr|4|j.D}}<br />
The same move as {{clr|4|5D}}, risks included, just in the air and with a little less start-up. Use this to control the air on people that have really good air normals and air game. Although a bit weird to do, you can do an air unblockable set-up in the corner to catch opponents' techs, but some characters can escape that quite easily. <br><br />
<br />
This move can be used for his [[P4U2R/Tohru_Adachi/Combos#Land_Cancel|Land Cancel]] combos, and if the land cancel fails, the opponent will be carried by the beam if they aren't aware, making Adachi safe if he fails the combo. They can also be dragged into the corner if Adachi follows the opponent wheil they are inside the beam.<br />
}}<br />
<br />
===<big>{{clr|4|2D}}/{{clr|4|j.2D}}</big>===<br />
{{P4U2R Move Card<br />
|input=2D,j.2D|versioned=yes<br />
|description=<br />
;Both Versions<br />
*'''Forces Fatal Counter on Counter Hit.<br />
*'''Magatsu Mandala Buff:''' Shock<br />
;{{clr|4|2D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 41<br />
|active = 8<br />
}}<br />
Magatsu-Izanagi tracks and cleaves the opponent at where they stood when the button was pressed. One of Adachi's infamous moves, and when used wisely is very effective for a lot of things: mostly counter-poking and anti-zoning, but is sometimes used in pressure for frame-trapping and pressure resets due to the frame advantage.<br />
<br />
{{clr|4|2D}} has a very long start-up, leaving Adachi vulnerable for some time and making its reactive usage nearly impossible. However, it deals as much damage as a basic {{keyword|BnB}} combo on hit and CH (2378 on FC), with an enormous ground-splash hitbox, and is decently plus on block since Adachi can move as soon as Magatsu-Izanagi lands on the ground. It's great as a painful STOP sign to jumpscare and punish opponents at any range for playing reckless or attempting to zone Adachi out, and giving him some time to move in if it was blocked. Something to note is that it also has relatively high active frames, making it impossible to backdash on reaction.<br />
<br />
There are more weaknesses than the start-up, though. {{clr|4|2D}} is not active at all until Magatsu-Izanagi hits the ground, meaning that if the opponent times an attack right or already has an attack covering them (such as {{Character Label|P4U2R|Aigis|size=32px|label=Aigis}}'s {{clr|2|2B}}), they can break your Persona card before they are hit. However, they need to be on point for this as failing at punishing the start-up can cost them a chunk of health. <br />
<br />
{{clr|4|2D}} can also actually find use as a high-damage combo ender in the corner after {{clr|3|j.2C}}'s, where the movement of the opponent is not a factor and lets it hit mid-combo reliably. This gets even better with Mandala, as it will apply Shock with good timing and the opponent will have some options restricted during the pressure sequence afterward.<br />
----<br />
;{{clr|4|j.2D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 41<br />
|active = 8<br />
|recovery = 9<br />
}}<br />
Same as {{clr|4|2D}}, but in the air. This allows Adachi to keep the threat of interruptions and dealing with zoners even while airborne, and now it can function as either an anti-anti-air, or to hit opponents below him waiting for him to land. This version is typically used more often, since it compliments Adachi's {{clr|3|j.C}} well to round out his air neutral.<br />
<br />
Also useful for his land cancels. Can be used after displacing Magatsu-Izanagi, but carries the same risks as {{clr|4|2D}}.<br />
<br />
{{clr|4|j.2D}} also has more recovery and thus less frame advantage (and the advantage is also variable since Adachi is airborne), but it is still useful as a DP and mash bait in many pressure strings after other plus-on-block or jump-cancellable moves.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>[[P4U2R/Offense#All_Out_Attack|All Out Attack]]</big>===<br />
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=5AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 32<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
A jumping strike. Adachi runs forward during the start-up. Covers good range and has a faster startup than its 1.1 equivalent, so feel free to use it once in a while. On block, Adachi will recover in front of the opponent, vulnerable to a punish combo. <br />
}}<br />
<br />
===<big>Sweep</big>===<br />
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=2AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 3<br />
|recovery = 17<br />
}}<br />
*Counter Hit recovery.<br />
A sweep that has a similar start-up animation to his AoA, which can be used to trick people if they aren't paying attention. Adachi runs forward during start-up but due to how long it takes, it can only be comboed into under certain conditions. Any {{clr|1|A}}/{{clr|2|B}} normal and {{clr|3|j.C}} can, on CH, FC, or crouch confirm, can be linked into sweep, allowing for tennis combos [{{clr|1|j.A}} only works when ''really'' low to the ground.]<br />
<br />
Has a period of Chest invuln, allowing it to low-profile Chest attribute attacks. <br />
}}<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
Adachi grabs the opponent, trips them, and then laughs. Awful damage, but in exchange you get 17 SP. If you OMC the throw as early as possible into {{clr|4|5D}}, you can OTG with {{clr|1|2A}} and corner carry really well. Can also be followed up with B Heat Riser, One More! Cancel or One More! Burst. <br />
<br />
While throw OMC cancels are outdated due to throws being super cancellable as part of 2.0 changes, OMC, {{clr|1|2A}}>{{clr|2|5B}}>{{clr|3|2C}} routing still works.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=j.CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
Adachi tosses the opponent to the ground, crushes their back with his feet on landing, then hops back. Deceptive hitbox. Same rules as with his ground throw to get followups, although combos are more limited midscreen, as very few characters can get hit by {{clr|2|5B}}>{{clr|3|2C}}. The {{clr|1|2A}}>{{clr|2|5B}}>{{clr|3|2C}} pickup does not work with his air throw.<br />
}}<br />
<br />
===<big>Get Lost!</big>===<br />
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=BD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 3<br />
|inactive2 = 18<br />
|active3 = 3<br />
|recovery = 36<br />
}}<br />
Adachi's DP that hits overhead, a sentence that perhaps describes P4AU perfectly. Higher risk and higher reward than average, it's surprisingly better for pressure than it is escaping it.<br />
<br />
Leaps a great distance forward for an overhead gun strike before following up with a low kick. Both hits sport great hitboxes, and can frequently hit at awkward angles or even behind Adachi. Combined with meter, his DP gets unusually high reward with easy super cancel followups into brief combos on top of a buff. In Awakening, cancelling or routing into Magatsu Mandala is especially nasty, turning the move into a borderline win condition and an excellent robbery tool. These traits make it an especially mean overhead mixup, one that hits faster than AoAs with few damage sacrifices.<br />
<br />
Sadly despite hitting overhead, the startup cripples this as a proper "get off me" option. Characters with quicker buttons can easily check if Adachi's used his DP and punish him massively afterwards. It's at least not the end of the world, the reward on hit is still great and it still goes pretty far.<br />
}}<br />
<br />
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===<br />
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}<br />
{{P4U2R Move Card<br />
|input=6AB<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
Same animation as {{clr|1|5AA}}. Fairly good hitbox. Often underused in 1.1 due to Adachi having one of the best reversal supers in the game, but it's still a reliable guard cancel that should see more use in 2.5.<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==<br />
===<big>Pain in the Ass!</big>===<br />
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} > {{clr|1|A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=236A,236B,236AB,236A~A,236B~A,236AB~A|versioned=yes<br />
|description=<br />
*Often referred to as "Tackle"<br />
Adachi walks forward with a red after-image behind him. The different versions have different walking speeds; {{clr|1|A}} causes Adachi to move slowly, while {{clr|2|B}} and {{clr|1|A}}/{{clr|2|B}} cause him to move quickly. Pressing either of the Normal Attack buttons during this stance will cause Adachi to charge forward, with the effect changing depending on what version of the move was used.<br />
<br />
During the walking animation, Adachi can still do AOA, Throw, DP, Specials (including hop cancel) and Persona normals, but he cannot jump, sweep, dash nor roll.<br />
<br />
One of Adachi's best tools for setting up a strike-throw game. Adachi numerous options out of this stance give him great pressure, as the threat of a command grab and big damage looms behind it. A common setup is buttons > {{clr|1|214A}} > {{clr|2|236B}}, [delay {{clr|1|214A}} or {{clr|3|214C}}] for a strike/throw setup. Since Adachi can cancel just about any of his normals or {{clr|1|214A}} into this move, he has access to some frightening pressure. <br />
<br />
Side Note: On the very last frames, if the opponent has switched sides with Adachi, the followup will correct itself and tackle the opponent.<br />
-------<br />
;{{clr|1|236A}}<br />
Ram attack which knocks the opponent away. Slow walk speed.<br />
It also has projectile invulnerability for a good while, so it's good for dealing with midscreen zoning. You can also walk through burst or in some cases DPs (Kanji's for example). You can walk through supers like Akihiko's Maziodyne and then counter with your own super once their invulnerability is gone. While somewhat gimmicky, you can always use it if your opponent is getting careless with their projectiles.<br />
<br />
Due to its slower walk speed, it's very ambiguous and useful for close tick grab setups. Good for ending basic midscreen combos if you don't have meter, since it pushes opponents back towards the corner and grants Adachi a safejump opportunity. If opponents become used to the faster walkspeed of {{clr|2|236B}}, you can use this version to bait a DP and punish. <br />
-------<br />
;{{clr|2|236B}}<br />
Diving hitgrab. Fast walk speed.<br />
<br />
When the move hits, Adachi will grab them and throw them backwards spinning. If Adachi is close to the wall, his opponents will bounce off of it. Useful tool when you want to extend combos and get out of the corner or throw an opponent back in if they tried to escape. <br />
<br />
At a certain part on the hitbox, around the top part, it will not auto-grab the opponent but instead cause the opponent to slide which can be followed up, doing an extra chunk of damage in many corner combos. There are a few characters that are really hard to cause slide on. Said characters are Kanji, Yukiko, Sho and Minazuki.<br />
-------<br />
;{{clr|1|236A}}+{{clr|2|B}}<br />
You walk faster and farther than all of the other versions. Same diving hitgrab as the {{clr|2|B}} version, but once the move connects, you leave the opponent in a spinning state right next to you. You can follow up with microdash {{clr|2|5B}} or {{clr|2|236B}} for a further combo, or even combo into Heat Riser or Magatsu to begin the blender. This move is very useful in corner combos when you do not have enough meter for Heat Riser routing.<br />
<br />
It an also cause slide but shouldn't be used for it as B does the same damage and proration but without the meter use. This move also has some invuln frames that are only beaten by throws. Everything else will go right through. However, said invuln does not start immediately nor does it last the whole duration. Adachi is only invuln the time he's flashing on blue.<br />
'''This property is not carried to the tackle followup.''' Thus, this move can be used to check opponents who are relentlessly mashing DP against Adachi's pressure, which can reward you handsomely with a full combo (and potentially regaining the corner) if you so choose. <br />
}}<br />
<br />
===<big>Scared?</big>===<br />
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214A,214B,214AB|versioned=yes<br />
|description=<br />
*Often referred to as "Gunshot"<br />
Downward-aimed gun shot. Fast attack. Useful for many things, such as ending combo to force a tech or cancelling into Magatsu/Heat Riser. It can also be used to keep the opponent in check as a pressure ender, since it is only -3. Has the excellent ability to be '''special cancellable into itself''' once in a string, while also being special cancellable into other specials. <br />
<br />
-------<br />
;{{clr|1|214A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 35<br />
}}<br />
Adachi shoots in-front of himself. Really good move for pressure as you can do a lot of options afterwards, like go for a reset with {{clr|2|236A}} > {{clr|3|5C}} or something similar if they respect your pressure. Can be done twice with delay to catch people mashing, though you sadly can't follow up with anything other than a One More cancel. On hit, you can perform {{clr|1|A}} Tackle to get a safejump or SB Tackle into whatever you like for a full combo. This also becomes even more threatening if they are in the corner. Can hit OTG, but will force tech if that's the case. It will always hit if done at point blank on the corner.<br />
-------<br />
;{{clr|2|214B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 35<br />
}}<br />
Adachi shoots around 1/3rd away from himself. A good tool to keep the opponent in check from a distance. Still has the same effects as the {{clr|1|A}} version on when the bullet hits, but it can whiff on close opponents. Will go off screen if your opponent is on the corner.<br />
-------<br />
;{{clr|1|214A}}+{{clr|2|B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 29<br />
}}<br />
Adachi shoots at a farther distance that can track and hit the opponent in the area of the bullet, which can go up to 2/3rds of the screen. Massively plus on block, longer recovery for opponent so it's easy to follow up, ground bounces on air hit (opponent has to be very close to the ground for this to hit in the air). Often used as a launcher for Tennis combos or during blockstrings as it is obscenely plus on block, completely resetting pressure if you're close enough.<br />
}}<br />
<br />
===<big>Evil Smile</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=236C/D,236CD|versioned=yes<br />
|description=<br />
Magatsu Izanagi appears behind Adachi and summons a ghost to hit the opponent. If the ghost hits, the opponent is inflicted with Fear. Deals no damage, no meter gain. Whiffs on crouching opponents. <br />
<br />
Being capable of inflicting Fear at any time is very good, and being able to recover quickly afterwards means that throwing it out in neutral isn't a bad idea. It's an even better one if you have 25 meter in your pocket, since a counterhit means you can cancel into Sweep > SB Gunshot > [[P4U2R/Tohru_Adachi/Combos#Tennis|Tennis]] for massive damage. Getting one good hit in after hitting someone with Evil Smile could flip the pace of the game and potentially give you the upper hand. <br />
-------<br />
;{{clr|3|236C}} <br />
Ghost appears about halfscreen distance from Adachi, whiffs on close opponents, doesn't even appear when too close to a cornered opponent. Not that great for neutral situations, since enemies can run up and punish you. Okay in pressure if you've been pushed far away. <br />
-------<br />
;{{clr|4|236D}}<br />
Ghost appears about fullscreen distance from Adachi, doesn't even appear unless the opponent is at fullscreen distance or Adachi is backed in a corner.<br />
-------<br />
;{{clr|3|236C}}+{{clr|4|D}}<br />
Ghost homes in on opponent's location regardless of distance. Amazing in pressure since it can hit people crouching and can actually bait DPs/reversals as well as reset pressure. Does not home vertically so will whiff on opponents high enough in the air. All around amazing move.<br />
*{{Character Label|P4U2R|Teddie}} will not get hit by Evil Smile when crouching.<br />
}}<br />
<br />
===<big>Megidola</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214C,214D,214CD|versioned=yes<br />
|description=<br />
;All Versions<br />
*Cannot be cancelled into from normals.<br />
*Launches the opponent higher on Counter Hit, but does not get CH damage bonus.<br />
*'''All versions Fatal Counter on Counter Hit.<br />
*Full Counter Hit recovery.<br />
Adachi grabs, taunts and shoves the opponent, and then Magatsu-Izanagi smites them with an Almighty bolt. This move is a '''command grab''' that serves as the main threat of his pressure game, as it opens up blocking opponents for some uniquely high reward in many situations. Cancelling Walk Stance into this move is a great way to set up strike/throw mixups. <br />
<br />
It can be super canceled on normal hit into Heat Riser to start a combo, or Magatsu Mandala for the buffs, and sometimes both in the same combo is also viable if possible. Do note that there is a long recovery on whiff like most command grabs and is also complete Counter Hit state during that, so beware the punishment on failure. That being said, this fluid amount of combo options with meter makes Megidola uniquely rewarding on hit, so keeping opponents afraid of it is a must. <br />
<br />
All versions also launch the opponent higher on CH, so you can convert into a combo without needing to spend resources, and possibilities get even better in the corner.<br />
*'''Magatsu Mandala Buff:''' Shock.<br />
-------<br />
;{{clr|3|214C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 39<br />
}}<br />
Has the shortest range and deals the least raw damage out of all of the command grabs, but also has quicker start-up than the {{clr|4|D}} version. This is your basic command grab for tick throws, but also fast punishes, as it is '''a 9F start-up Fatal punish.<br />
-------<br />
;{{clr|4|214D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 2<br />
|recovery = 39<br />
}}<br />
*Has mid start-up throw invincibility.<br />
Has a longer start-up than both of the other versions, but in exchange has better range than the {{clr|3|C}} version and has some throw invincibility (that does ''not'' start on frame 1, but goes all the way through its active frames). As a result, if timed well enough, it can counter defensive throws and throw OS for a handsome reward when it Fatals against those options, making Adachi's strike/throw game all that much stronger. The range also makes it very effective mid-pressure, as Adachi can use it to go for throws after more unique strings when paired with his other tools, such as 236B or 5C.<br />
-------<br />
;{{clr|3|214C}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 29<br />
}}<br />
*Has throw invincibility all throughout start-up and active frames.<br />
Best of both worlds between the {{clr|3|C}} and {{clr|4|D}} versions; SB version deals the most raw damage and has the short start-up of the {{clr|3|C}} version, plus the extended range of the {{clr|4|D}} version. On top of that, it sports frame 1 throw invincibility all the way through its active, allowing it to counter throws more often and be more potent of a mix-up in many situations, and also has faster recovery so it's slightly safer on whiff.<br />
<br />
On CH, you are able to combo into your main combo filler, [[P4U2R/Tohru_Adachi/Combos#Tennis|Tennis]], anywhere without having the need to be in the corner to deal more damage. <br />
}}<br />
<br />
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==<br />
===<big>Heat Riser</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|1|236236A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=236236A,236236B,236236AB|versioned=yes<br />
|description=<br />
<br />
A fiery upwards slash that appears in Izanagi's location. Versatile combo tool, applies a helpful buff, extremely useful when the Magatsu Mandala buff is active. Can be comboed into {{clr|3|2C}}. On hit, an icon of Adachi's head in red with a positive up arrow appears on top of his meter bar and he gains a 10% attack boost to all of his attacks as well as a 10% defense boost. (Example: Adachi's {{clr|3|j.C}} deals 880 damage with the buff, as opposed to dealing 800. And instead of taking 900 damage from [[P4U2R/Yu_Narukami|Narukami's]] {{clr|3|5C}}, he'll take 818 instead.) All versions are Fatal Recovery.<br />
<br />
*'''Magatsu Mandala Buff:''' Fear & Poison<br />
-------<br />
;{{clr|1|236236A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 48<br />
}}<br />
Fast Start-up, opponent can tech sooner. Can be used to end a combo if the opponent is far away from you after you used {{clr|3|2C}}/{{clr|3|j.2C}} for example, but it should not be used to extend your combos however as the other versions do that better.<br />
-------<br />
;{{clr|2|236236B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 36<br />
}}<br />
Slower than {{clr|1|A}} version but more untech time, allowing for you to follow up with {{clr|2|5B}} or {{clr|3|2C}} in combos. Your go to launcher when you have 50 meter, as it gives you a damage buff for the rest of the combo and for the rest of the duration your persona doesn't get broken and sets up your main combo fillers.<br />
-------<br />
;{{clr|1|236236A}}+{{clr|2|B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 32<br />
}}<br />
The buff is applied even if Heat Riser whiffs or is blocked. Short recovery and a lot of untech time, more follow ups are possible afterwards because of this. It even allows you to setup 5D, allowing Adachi to do an ambiguous mix up game if done in the corner similar to Narukami's Ziodyne > OMC mixup game. When not in awakening, it's the best move to super cancel into if your DP is blocked.<br />
}}<br />
<br />
===<big>Atom Smasher</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}<br />
{{P4U2R Move Card<br />
|input=236236C,j.236236C,236236D,j.236236D,236236CD,j.236236CD|versioned=yes<br />
|description=<br />
A fullscreen multi-slash which is similar to Akihiko's Maziodyne. The move can be used as a combo-ender to finish a round in some scenarios, but leaves Adachi open if the opponent blocks, backdashes or rolls throughs the first hit. Fatal Recovery. Since the 2.0 patch, the {{clr|3|C}}/SB versions of the super have increased startup, with the {{clr|3|C}} version getting increased recovery as well.<br />
If Adachi does any version of this super in the air, he's stuck on Fatal Counter recovery until he lands.<br />
<br />
*'''Magatsu Mandala Buff:''' Fear & Panic<br />
-------<br />
;{{clr|3|236236C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 39<br />
|recovery = 46<br />
}}<br />
Fast but Adachi has a lot of recovery. Very punishable on block.<br />
-------<br />
;{{clr|4|236236D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 34<br />
|active = 39<br />
|recovery = 19<br />
}}<br />
Slower start-up but Adachi's recovery is faster. +2 on block, making it the default reversal if he does not have 75 meter. However, with the long startup this super has, this makes it more obvious for the opponent to react and know how to punish you accordingly. Use wisely<br />
-------<br />
;{{clr|3|236236C}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 39<br />
|recovery = 19<br />
}}<br />
No longer the same move it used to be. It now has the same startup as the {{clr|3|C}} version, but it's still +2 on block. Really good damage on counterhit. If you see or read the enemy doing something that has long recovery, use this and get a combo afterwards.<br />
}}<br />
<br />
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==<br />
===<big>Magatsu Mandala</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|1|214214A}}/{{clr|2|B}}}}<br />
{{P4U2R Move Card<br />
|input=214214A,214214B,214214AB|versioned=yes<br />
|description=<br />
Magatsu Izanagi creates a red vortex. If the attack hits, the opponent will be sucked into the vortex and they will be thrown up to the air. When Adachi uses the attack, a purple icon of Magatsu Izanagi's head with a positive up arrow appears on top of his meter bar and his persona attacks now inflicts several status effects. The buff is applied even if Magatsu Mandala whiffs or is blocked, but NOT if you get hit on the first frames. Only {{clr|2|B}}/SB versions lead into a safejump.<br />
*'''Magatsu Mandala Buff:''' Mute & Panic<br />
-------<br />
;{{clr|1|214214A}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 21<br />
|recovery = 38<br />
}}<br />
The super comes out at Magatsu Izanagi's current location, useful followup after {{clr|3|2C}}/{{clr|3|j.2C}} or after displacing your persona with the previously mentioned moves to activate the buff safely if the opponent is far away from you.<br />
-------<br />
;{{clr|2|214214B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 48<br />
|recovery = 49<br />
}}<br />
The super comes out at Adachi's current location. Comboable in the corner with {{clr|1|2A}}/{{clr|1|5A}}/{{clr|2|5B}} depending on height. Also has combo potential midscreen. Has some invuln on the first frames but will not kick in immediately.<br />
-------<br />
;{{clr|1|214214A}}+{{clr|2|B}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 45<br />
|recovery = 30<br />
}}<br />
The super comes out at Magatsu Izanagi's current location. In the corner, this super has no height restriction, allowing Adachi to combo off grounded opponents (throw, megidola, DP, etc). Since it's -1, it is the best super to cancel into after a blocked DP when you're in the awakening state.<br />
}}<br />
<br />
===<big>Ghastly Wail</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}<br />
{{P4U2R Move Card<br />
|input=214214C,214214D,214214CD|versioned=yes<br />
|description=<br />
Great reversal and deals huge damage as a combo ender.<br />
<br />
Downwards claw slash. '''The {{clr|3|C}} and {{clr|3|C}}+{{clr|4|D}} versions of this super is a 0F Command grab. If you see it and you weren't jumping you got hit'''. If the attack hits, the opponent gets inflicted with Fear. Similar to Elizabeth's Ghastly Wail, additional damage is done if the opponent is already afflicted by Fear. When Izanagi is displaced somewhere on the screen (ie. after {{clr|3|2C}}/{{clr|3|j.2C}} or {{clr|4|2D}}), the throw is relative to his position, not Adachi's. If displaced with {{clr|3|2C}}/{{clr|3|j.2C}} or {{clr|4|2D}}, all versions of Ghastly Wail will autocorrect to face the opponent.<br />
*'''Magatsu Mandala Buff:''' Huge damage increase on opponents as if they were Feared, also applies Mute & Fear<br />
-------<br />
;{{clr|3|214214C}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 56<br />
}}<br />
Insanely fast, but deals the least damage. 0F after super flash, your main go to reversal when in the awakening state<br />
-------<br />
;{{clr|4|214214D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 50<br />
}}<br />
Slower than the {{clr|3|C}} version, but deals more damage. This version should be used in combos after {{clr|1|236A}}+{{clr|2|B}} so you can cash out your meter while making the opponent hurt<br />
-------<br />
;{{clr|3|214214C}}+{{clr|4|D}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 51<br />
}}<br />
It has the same speed as the {{clr|3|C}} version and the same damage as the {{clr|4|D}} version<br />
<br />
{{(!}} class="wikitable" style="text-align:left"<br />
{{!}}-<br />
! Version !! Hit State !! Max Damage<br />
{{!}}-<br />
{{!}} {{clr|3|C}} {{!}}{{!}} Neutral {{!}}{{!}}1000,180,300*2,720 (2500)<br />
{{!}}-<br />
{{!}} {{clr|3|C}}{{!}}{{!}} Magatsu Mandala Buff{{!}}{{!}} 1000,180,300*4,1020 (3400)<br />
{{!}}-<br />
{{!}} {{clr|3|C}}{{!}}{{!}} Fatal Counter (Fear){{!}}{{!}}1300,180,300*4,1020 (3700)<br />
{{!}}-<br />
{{!}} {{clr|4|D}}/SB{{!}}{{!}} Neutral{{!}}{{!}} 1000,180,300*2,1200 (2980)<br />
{{!}}-<br />
{{!}} {{clr|4|D}}/SB {{!}}{{!}} Magatsu Mandala Buff{{!}}{{!}}1000,180,300*4,1600 (3980)<br />
{{!}}-<br />
{{!}} {{clr|4|D}}/SB{{!}}{{!}}Fatal Counter (Fear){{!}}{{!}}1300,180,300*4,1600 (4280)<br />
{{!)}}<br />
}}<br />
<br />
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==<br />
===<big>Yomi Drop</big>===<br />
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}<br />
{{P4U2R Move Card<br />
|input=222CD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 74<br />
|active = 5<br />
|recovery = 39<br />
}}<br />
Adachi summons Magatsu Izanagi as he clutches his head in pain, while Magatsu Inaba's entrance starts to form on the ground. If the attack lands, Adachi's IK illustration will appear as Magatsu Izanagi drags the opponent down with him. Magatsu Izanagi strikes the opponent with a devastating blow from his sword and the attack will end. The screen will then cut back to Adachi as he and Magatsu Izanagi disappear in a blanket of red fog. While the start up is fast compared to the other Instant Kills, it can be easily avoided by either jumping or blocking. <br />
}}<br />
<br />
==Colors==<br />
{{P4U2RColors<br />
|Character=Adachi<br />
|Size=180<br />
|reference9=[https://megamitensei.fandom.com/wiki/Katsuya_Suou ''Katsuya Suou (P2)'']<br />
|P_reference9=[https://megamitensei.fandom.com/wiki/Hyperion ''Hyperion (P2)'']<br />
|reference10={{Character Label|BBCF|Yuuki Terumi|size=42px}}<br />
|P_reference10={{Character Label|BBCF|Susano'o|size=42px}}<br />
|reference11=[https://guiltygear.fandom.com/wiki/Robo-Ky_II ''Robo-Ky Mk. II'']<br />
|reference15=[https://megamitensei.fandom.com/wiki/Kyouji_Kuzunoha ''Kyouji Kuzunoha (Shin Megami Tensei: Devil Summoner)'']<br />
|P_reference15=[https://megamitensei.fandom.com/wiki/Kyouji_Kuzunoha ''Kyouji Kuzunoha (Shin Megami Tensei: Devil Summoner)'']<br />
|reference17=The Joker<br />
|P_reference17=The Joker<br />
|reference23=''Velvet Room Attendant''<br />
|P_reference23=''Velvet Room Attendant''<br />
|reference25=''Christmas''<br />
|P_reference25=''Christmas''<br />
|reference27=''Dengeki''<br />
|P_reference27=''Dengeki''<br />
|reference28={{CLabel|P4U2R|Yu Narukami|size=42px}}<br />
|P_reference28=[https://breezewiki.com/megamitensei/wiki/Izanagi Izanagi (P4)]<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|P4U2R|Tohru Adachi|size=36px}}</center><br />
{{P4U2R/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:P4U2R/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried&diff=439712GBVSR/Siegfried2024-01-09T20:38:08Z<p>JC: /* L'Ombre d'Hier */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A heavy hitter who wields a massive blade with enough force to lay pressure on foes at both close quarters and midrange.<br />
<br />
By sacrificing a portion of his health to activate Manigance, he can drastically increase his attack power for a period of time. Albeit sacrificing part of his health for increased damage, the punishment Siegfried is able to dish out is more than enough to compensate for small portion of health.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is an all-rounder set apart by his exceptional neutral pokes, conversions and tricky fireball, whilst boasting one of the highest damage outputs.<br />
|pros=<br />
* '''Well-Rounded''': Siegfried has a versatile set of normals and specials to be able to adequately put up a fight in the majority of situations.<br />
* '''Solid Neutral''': Sieg has a strong variety of speedy normals for close range engagements, and a very tall fireball for demanding respect from opponents refusing to approach. This allows him to both poke and contest scrambles equally.<br />
* '''Strong Frametrap Pressure''': {{MMC|input=22L|label=Orkan}} has a built in {{MMC|input=22X > M|label=counter}} and {{MMC|input=22X > H|label=throw bait/frametrap}} option, and he can layer on a strong frame-trap offense with many ways to remain safe. <br />
* '''High Corner Threat''': Sieg's frametraps gain very high reward in the corner, and his tall fireball can stuff jumpouts. He also gains an unblockable setup with {{MMC|input=214U|label={{clr|U|214U}}}}.<br />
|cons=<br />
* '''Lack of plus frames''': With the exception of {{clr|H|236H}}, Siegfried does not have any plus on block special moves.<br />
* '''Prominence of gaps''': Almost all of Siegfried's pressure sequences include lots of gaps, that while not always mashable, can be blown up by many reversals.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=<span id="Manigance">Unique Mechanic: {{IconText|GBVSR_ManiganceIcon|Manigance}}</span><br />
|content=Manigance is a self-buff that Siegfried can use to spend a small portion of his health to increase his overall damage output for a limited time. The buff can stack up to three times.<br />
<br><br />
<br />
One use of {{MMC|input=5U|label=[[#5U|{{clr|4|5U}}]]}} grants 1 stack of Manigance. Once this stack reaches the cap of 3, each successive use of {{clr|4|5U}} will instead reset the buff's timer. This timer is shorter the higher the amount of stacks. If this timer runs out, all stacks of {{clr|4|5U}} are lost. Additionally, upon gaining 2 stacks, the 3rd stack sacrifices noticeably less health.<br />
<br><br />
<br />
* 1 stack = 10% damage boost for {{tt|40 seconds|2400 frames}}.<br />
* 2 stacks = 20% damage boost for {{tt|20 seconds|1200 frames}}.<br />
* 3 stacks = 50% damage boost for {{Tt|6⅔ seconds|400 frames}}.<br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
*Siegfried taps forwards with his hand for a close-range strike. Due to being +4 on block, {{clr|1|c.L}} allows for frametraps and pressure resets. <br />
<br />
*Links into {{clr|3|c.H}} on crouchers or counterhit. <br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A short-range shoulder tackle. <br />
<br />
Standard Combo Starter and can potentially be used for pressure resets due to being neutral on block.<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
* Causes slowdown on counterhit.<br />
<br />
A short-range downwards sword strike. <br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A mid-distance, fast kick. <br />
<br />
● Can be low-profiled by low hitting attacks. <br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Generally one of your main whiff punish tools. Starts up and recovers slower than {{clr|2|2M}} with marginally longer reach but possesses a higher hitbox to stuff low-crush attempts. Often used to confirm into Siegfried's EX specials. <br />
<br />
● Combos into the light version of Orkan ({{clr|1|22L}}) naturally, and combos into the light version of Verdrängen ({{clr|1|214L}}) on counterhit.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
A long-range horizontal sword stab.<br />
<br />
Naturally combos into {{clr|L|214L|}}, so is proven useful during footsies range. Extremely slow recovery if the move whiffs, however, so use it with caution.<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
<br />
Siegfried's dedicated low option in close quarters.<br />
<br />
*Cancelable into itself or {{clr|1|c.L}}, allowing for frametraps and pressure. <br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= A low fast kick that can open up some space for Siegfried if its too far for f.M and too close for f.H.<br />
<br />
{{clr|2|2M}} is one of your best neutral tools with its impressive range and relatively brief recovery frames should it whiff. Often used to stuff approaches, as well as conversions in most of his combo routing. <br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
An upwards sword strike. Causes slowdown on counterhit. <br />
<br />
Works as a more vertically-oriented anti air, at the cost of horizontal range. However, upon counterhit, allows you to land a fully charged {{clr|M|214M}}, giving you plenty of combo opportunities that can deal massive damage.<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
<br />
Siegfried's Sweep option to catch standing opponents. {{clr|4|2U}} is a double hitting low attack, allowing for hitconfirms into {{clr|3|22H}} or {{clr|3|623H}}. This move finds most of its use as a low-check against opponents slightly out of {{clr|1|2L}} range.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
A quick, advancing upwards kick. Able to link into {{clr|1|f.L}} on hit and {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Sliding low attack.<br />
<br />
Really good range, even without considering the slide momentum you get from dashing. <br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
<br />
*2 hit move, if the first hit connects, the second hit knocks down. If the first hit whiffs, the second hit leaves the opponent crouching and you at +10.<br />
<br />
Siegfried dashes forward and deals two quick slashes, knocking down the opponent. Good oki, but using it in neutral is dangerous due to its frame data. One use for it is to guarantee a knockdown after {{clr|H|2H}} into {{clr|M|214[M]}} for resourceless oki.<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Siegfried sticks his leg forward. Like other lights, the hitbox will stick out until you land. The range makes this button ideal for air-to-air situations.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A downwards strike with Siegfried's sword. Lower range than {{clr|3|j.H}}. Dedicated crossup button<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
A wide aerial slash similar to {{Character Label|GBVSR|Belial|label=Belial's}} {{MMC|chara=Belial|input=j.H|label={{clr|3|j.H}}}}.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Siegfried stalls in the air and then sends himself towards the ground with a downward strike. <br />
*This move hits twice, attacking initially with his sword on the way down and a second time with the grounded slam. <br />
*While this move doesn't do significant damage, its main use is to alter your jump momentum, beating anti-air attempts or as a throw-bait. Despite the move being {{clr|3|-5}}, the double hitting pushback of the move keeps Siegfried just out of range from getting punished with a {{clr|1|c.L}} or a throw Midscreen. However, Siegfried will find himself vulnerable to being punished when attempting this on a cornered opponent.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to gain 1 stack of [[#Manigance|Manigance]] per use. Usable in combos as it does produce a small hitbox, either as a combo ender or providing a launch high enough to link into {{MMC|input=c.L|label={{clr|1|c.L}}}} in the corner.<br />
<br />
If Siegfried activates {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, the move will no longer grant Manigance stacks on use and will instead restore a small amount of Siegfried's health on contact. Hitting with the move restores more health than if it was blocked.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L, 236M, 236H<br />
|description=<br />
A slow-moving projectile with high vertical reach.<br />
<br />
----<br />
'''{{clr|L|236L}}'''<br />
<br><br />
A fast, small projectile that reaches full screen. Good for applying pressure full screen or against matchups where Siegfried can't play to his normals. Cannot be rolled through.<br />
<br />
----<br />
'''{{clr|M|236M}}'''<br />
<br><br />
Take a small amount of time to charge up compared to both light and heavy versions and can't reach full screen with the upside of being able to take multiple projectile hits and having short enough recovery to cover Siegfried's approach. Allows for easier control of space with higher commitment.<br />
----<br />
'''{{clr|H|236H}}'''<br />
<br><br />
A combination of both Light and Medium versions. It's decently fast to come out and has multiple hits but doesn't reach full screen. One of Siegfried's bread and butter combo tools, allowing for follow-ups mid-screen with {{clr|2|2M}} or {{clr|3|c.H}} in the corner. <br />
}}<br />
<br />
===<big>Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L, 623M, 623H<br />
|description=<br />
Siegfried's {{Keyword|Dragon Punch}} {{keyword|reversal}} that additionally acts as a strong combo ender.<br />
<br />
----<br />
'''{{clr|L|623L}}'''<br />
<br><br />
An upward swipe that has no invuln. Regardless of having none, it can be used as an alternative {{Keyword|abare}} option due to it being very fast. Preferred ender from light combos as it will connect at {{clr|L|f.L}}'s max range.<br />
<br />
----<br />
'''{{clr|M|623M}}'''<br />
<br><br />
A double strike that'll leave Siegfried airborne, but has invulnerability on startup. Air unblockable, but only on the first active frame.<br />
<br />
----<br />
'''{{clr|H|623H}}'''<br />
<br><br />
Hits 4 times with invulnerability on startup.<br />
}}<br />
<br />
===<big>Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214X (M/H Hold OK)}} or {{InputBadge|4S (M/H Hold OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L, 214M, 214H<br />
|description=<br />
A powerful downwards sword strike.<br />
* Safe on every version, plus on charged versions.<br />
* Good chip damage.<br />
* M and H versions can be charged for extra power. <br />
<br />
----<br />
'''{{clr|L|214L}}'''<br />
<br><br />
* Standard combo ender, and your most damaging.<br />
<br />
A reliable move to end combos with, as using its EX version grants no notable properties besides quicker startup, and as such, won't be in cooldown very often. <br />
While susceptible to spot-dodges during block-strings, nearly every cancel option into this move from his normal attacks will leave him at advantage should Siegfried's opponent attempt to spot-dodge this attack. <br />
----<br />
'''{{clr|M|214M}}'''<br />
<br><br />
<br />
Slower, more damaging version. M Verdrängen can be charged for a bit more damage and plus frames, however, it's very easy to spot-dodge on reaction, leaving him punishable if spot-dodged early, charged or not.<br />
----<br />
'''{{clr|H|214H}}'''<br />
<br><br />
Most damaging and quicker version of Verdrägen. Notable for being the only version of Verdrägen that connects from {{clr|M|2M}} and {{clr|M|f.M}}. The fully-charged version connects from a counterhit {{clr|3|f.H}}. Charged version is also punishable if spot-dodged early. <br />
}}<br />
<br />
===<big>Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}}}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|description=<br />
Close-range, multihit sword strikes with a variety of follow-ups. The strength of the button used for the input affects the properties of the follow-ups, similar to {{Character Label|GBVSR|Percival|label=Percival's}} {{MMC|chara=Percival|input=214H|label=Lord's Strike}}. <br />
<br />
All of the follow-ups can be manually delayed significantly as Siegfried stays in Orkan's stance for a very long time, or it can be manually canceled out of by inputting any direction. <br />
<br />
----<br />
'''{{clr|L|22L}}'''<br />
<br><br />
Fast startup. {{keyword|Frame trap}}s from {{clr|L|2L}}, {{clr|L|c.L}} and {{clr|L|f.L}}. Due to its range, it can be finnicky to land it from a light string. Only combos into {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} on counter hit. <br />
<br />
----<br />
'''{{clr|M|22M}}'''<br />
<br><br />
Slower startup prevents it from comboing from {{MMC|input=c.XXX|label=Triple Attack}} and {{MMC|input=c.H|label={{clr|H|c.H}}}} on hit, but naturally frametraps from them instead. Combos into Uwe without the need for a counter hit like {{clr|L|22L}}.<br />
<br />
----<br />
'''{{clr|H|22H}}'''<br />
<br><br />
Corner combo starter due to its increased untechable time on hit, comboable from lights. Follow-ups from {{clr|H|22H}} all deal increased damage.<br />
<br />
}}<br />
<br />
===<big>Héritier</big>===<br />
{{InputBadge|Orkan > {{clr|1|L}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > L<br />
|description=<br />
A upwards slice finisher for Orkan. When performed from {{clr|3|22H}}, allows for a combo in the corner. Safe on block, but whiffs on crouch.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>L'Ombre d'Hier</big>===<br />
{{InputBadge|Orkan > {{clr|2|M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > M<br />
|description=<br />
Siegfried enters a parry stance after {{MMC|input=22L|imageNumber=2|label=[[#Orkan|Orkan]]}}. Being hit by a strike will cause an automatic counterattack. Best used to catch opponents trying to mash between Orkan and either {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} or {{MMC|input=22X > U|label=[[#Deliverance|Deliverance]]}}.<br />
<br />
Any kind of projectile, Skybound Art, or throw will break the parry stance and result in Siegfried being counterhit.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Uwe</big>===<br />
{{InputBadge|Orkan > {{clr|3|H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > H<br />
|description=<br />
Siegfried performs a double downwards slash that causes a ground bounce. A higher damage follow-up than {{MMC|input=22X > L|label=[[#Héritier|Héritier]]}}, but with a {{keyword|gap}} between it and {{MMC|input=22L|label=[[#Orkan|Orkan]]}}. Often used after {{clr|H|22H}} in combos, and in the corner it can link into {{MMC|input=c.L|label={{clr|L|c.L}}}}. Notably the only option to beat reversal throw after Orkan on block up close.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Deliverance</big>===<br />
{{InputBadge|Orkan > {{clr|4|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > U<br />
|description=<br />
Siegfried charges forward for a command grab after {{MMC|input=22L|label=[[#Orkan|Orkan]]}}, driving the opponent towards the corner. It always brings the opponent to the "edge" of the current screen location.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
Unlike the standard versions of Nelah Nav, Ultimate Nelah Nav has a fast startup and travel time on top of being a piercing projectile, making it ideal for winning fireball wars or attempting to check opponents from fullscreen. Causes a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that's fast enough to beat safejabs. Siegfried launches the opponent upwards before connecting with a sideways slice that send them fullscreen for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description=<br />
'''This move is unblockable.'''<br />
<br />
Slow startup but high power version of Verdrängen. Causes a hard knockdown that leaves the opponent close to Siegfried and will crumple on counter hit.<br />
<br />
The move has super armour early during startup, giving it use in checking projectiles from a closer distance than what you'd normally use either {{MMC|input=236236H|label=[[#Schwarze Fange|Schwarze Fange]]}} or {{clr|4|236U}} for. <br />
<br />
However, due to its noticeably slow startup this move finds very little use as a mix-up tool against experienced players as it is easily punishable when spot-dodged. Additionally, this move loses its superarmor during the active frames of the attack, leaving you vulnerable to moves with a high amount of active frames or a well timed poke. <br />
}}<br />
<br />
===<big>Ultimate Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=<br />
Performs the double strikes from Orkan before automatically performing an enhanced version of Deliverance. This version of Deliverance brings the opponent to the corner Siegfried is facing from anywhere on the screen. The hard knockdown afterwards leaves the opponent in said corner, but positions Siegfried on the other side of the screen.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Arts==<br />
===<big>Schwarze Fange</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A diving strike that transitions into a flurry of strikes when it connects, with an additional cinematic finisher from a close hit.<br />
<br />
High-damage conversion from any normal when Siegfried has 100% Skybound Gauge. The move's upwards leap also makes it incredibly potent at checking projectiles from a far distance, as well as very situational anti airing.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* During {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, only restores <!--Check heal amount--> HP on hit and ''not'' block.<br />
}}<br />
<br />
===<big>Blood of the Dragon</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
An {{keyword|install}} that consumes half of Siegfried's remaining health and clears his [[#Manigance|Manigance]] level to grant him a small range boost and an extra 100 damage on all of his Skills. It also gives all of Siegfried's Skills, {{clr|H|H}} attacks, {{clr|U|U}} attacks (except for {{MMC|input=2U|label={{clr|4|2U}}}}), and other two Skybound Arts the ability to restore a small amount of HP on hit or block. These buffs last until the end of the round, and Siegfried cannot gain any Manigance levels until the round is over.<br />
<br />
* Does not restore a [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried.<br />
<!--Check range increase on installed specials--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Rasendes Schwartzblut</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Incredibly powerful, far-range strike. Will only deal full, cinematic damage if it connects near the start of the active frames.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Siegfried}}<br />
{{GBVSRweapons|Size=120|Character=Siegfried}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Siegfried|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried&diff=439310GBVSR/Siegfried2024-01-09T00:39:28Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A heavy hitter who wields a massive blade with enough force to lay pressure on foes at both close quarters and midrange.<br />
<br />
By sacrificing a portion of his health to activate Manigance, he can drastically increase his attack power for a period of time. Albeit sacrificing part of his health for increased damage, the punishment Siegfried is able to dish out is more than enough to compensate for small portion of health.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is an all-rounder set apart by his exceptional neutral pokes, conversions and tricky fireball, whilst boasting one of the highest damage outputs.<br />
|pros=<br />
* '''Well-Rounded''': Siegfried has a versatile set of normals and specials to be able to adequately put up a fight in the majority of situations.<br />
* '''Solid Neutral''': Sieg has a strong variety of speedy normals for close range engagements, and a large fireball for demanding respect from opponents refusing to approach. This allows him to both poke and contest scrambles equally.<br />
* '''Strong Frametrap Pressure''': {{MMC|input=22L|label=Orkan}} has a built in {{MMC|input=22X > M|label=counter}} and {{MMC|input=22X > H|label=throw bait/frametrap}} option, and he can layer on a strong frame-trap offense with many ways to remain safe. Also has a corner unblockable setup with {{MMC|input=214U|label={{clr|U|214U}}}}.<br />
|cons=<br />
* '''Risky Pressure''': Siegfried wields formidable abilities that enable him to apply relentless pressure and compel opponents to respond. These tools create chances for Siegfried to inflict damage, however given the highly interactive nature of his distinctive offensive tools, they can equally provide opportunities for the defending player, resulting in substantial damage rewards for the opponent.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=<span id="Manigance">Unique Mechanic: {{IconText|GBVSR_ManiganceIcon|Manigance}}</span><br />
|content=Manigance is a self-buff that Siegfried can use to spend a small portion of his health to increase his overall damage output for a limited time. The buff can stack up to three times.<br />
<br><br />
<br />
One use of {{MMC|input=5U|label=[[#5U|{{clr|4|5U}}]]}} grants 1 stack of Manigance. Once this stack reaches the cap of 3, each successive use of {{clr|4|5U}} will instead reset the buff's timer. This timer is shorter the higher the amount of stacks. If this timer runs out, all stacks of {{clr|4|5U}} are lost. Additionally, upon gaining 2 stacks, the 3rd stack sacrifices noticeably less health.<br />
<br><br />
<br />
* 1 stack = 10% damage boost for {{tt|40 seconds|2400 frames}}.<br />
* 2 stacks = 20% damage boost for {{tt|20 seconds|1200 frames}}.<br />
* 3 stacks = 50% damage boost for {{Tt|6⅔ seconds|400 frames}}.<br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
*Siegfried taps forwards with his hand for a close-range strike. Due to being +4 on block, {{clr|1|c.L}} allows for frametraps and pressure resets. <br />
<br />
*Links into {{clr|3|c.H}} on crouchers or counterhit. <br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A short-range shoulder tackle. <br />
<br />
Standard Combo Starter and can potentially be used for pressure resets due to being neutral on block.<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
* Causes slowdown on counterhit.<br />
<br />
A short-range downwards sword strike. <br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A mid-distance, fast kick. <br />
<br />
● Can be low-profiled by low hitting attacks. <br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Generally one of your main whiff punish tools. Starts up and recovers slower than {{clr|2|2M}} with marginally longer reach but possesses a higher hitbox to stuff low-crush attempts. Often used to confirm into Siegfried's EX specials. <br />
<br />
● Combos into the light version of Orkan ({{clr|1|22L}}) naturally, and combos into the light version of Verdrängen ({{clr|1|214L}}) on counterhit.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
A long-range horizontal sword stab.<br />
<br />
Naturally combos into {{clr|L|214L|}}, so is proven useful during footsies range. Extremely slow recovery if the move whiffs, however, so use it with caution.<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
<br />
Siegfried's dedicated low option in close quarters.<br />
<br />
*Cancelable into itself or {{clr|1|c.L}}, allowing for frametraps and pressure. <br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= A low fast kick that can open up some space for Siegfried if its too far for f.M and too close for f.H.<br />
<br />
{{clr|2|2M}} is one of your best neutral tools with its impressive range and relatively brief recovery frames should it whiff. Often used to stuff approaches, as well as conversions in most of his combo routing. <br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
An upwards sword strike. Causes slowdown on counterhit. <br />
<br />
Works as a more vertically-oriented anti air, at the cost of horizontal range. However, upon counterhit, allows you to land a fully charged {{clr|M|214M}}, giving you plenty of combo opportunities that can deal massive damage.<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
<br />
Siegfried's Sweep option to catch standing opponents. {{clr|4|2U}} is a double hitting low attack, allowing for hitconfirms into {{clr|3|22H}} or {{clr|3|623H}}. This move finds most of its use as a low-check against opponents slightly out of {{clr|1|2L}} range.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
A quick, advancing upwards kick. Able to link into {{clr|1|f.L}} on hit and {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Sliding low attack.<br />
<br />
Really good range, even without considering the slide momentum you get from dashing. <br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
<br />
*2 hit move, if the first hit connects, the second hit knocks down. If the first hit whiffs, the second hit leaves the opponent crouching and you at +10.<br />
<br />
Siegfried dashes forward and deals two quick slashes, knocking down the opponent. Good oki, but using it in neutral is dangerous due to its frame data. One use for it is to guarantee a knockdown after {{clr|H|2H}} into {{clr|M|214[M]}} for resourceless oki.<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Siegfried sticks his leg forward. Like other lights, the hitbox will stick out until you land. The range makes this button ideal for air-to-air situations.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A downwards strike with Siegfried's sword. Lower range than {{clr|3|j.H}}. Dedicated crossup button<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
A wide aerial slash similar to {{Character Label|GBVSR|Belial|label=Belial's}} {{MMC|chara=Belial|input=j.H|label={{clr|3|j.H}}}}.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Siegfried stalls in the air and then sends himself towards the ground with a downward strike. <br />
*This move hits twice, attacking initially with his sword on the way down and a second time with the grounded slam. <br />
*While this move doesn't do significant damage, its main use is to alter your jump momentum, beating anti-air attempts or as a throw-bait. Despite the move being {{clr|3|-5}}, the double hitting pushback of the move keeps Siegfried just out of range from getting punished with a {{clr|1|c.L}} or a throw Midscreen. However, Siegfried will find himself vulnerable to being punished when attempting this on a cornered opponent.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to gain 1 stack of [[#Manigance|Manigance]] per use. Usable in combos as it does produce a small hitbox, either as a combo ender or providing a launch high enough to link into {{MMC|input=c.L|label={{clr|1|c.L}}}} in the corner.<br />
<br />
If Siegfried activates {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, the move will no longer grant Manigance stacks on use and will instead restore a small amount of Siegfried's health on contact. Hitting with the move restores more health than if it was blocked.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L, 236M, 236H<br />
|description=<br />
A slow-moving projectile with high vertical reach.<br />
<br />
----<br />
'''{{clr|L|236L}}'''<br />
<br><br />
A fast, small projectile that reaches full screen. Good for applying pressure full screen or against matchups where Siegfried can't play to his normals. Cannot be rolled through.<br />
<br />
----<br />
'''{{clr|M|236M}}'''<br />
<br><br />
Take a small amount of time to charge up compared to both light and heavy versions and can't reach full screen with the upside of being able to take multiple projectile hits and having short enough recovery to cover Siegfried's approach. Allows for easier control of space with higher commitment.<br />
----<br />
'''{{clr|H|236H}}'''<br />
<br><br />
A combination of both Light and Medium versions. It's decently fast to come out and has multiple hits but doesn't reach full screen. One of Siegfried's bread and butter combo tools, allowing for follow-ups mid-screen with {{clr|2|2M}} or {{clr|3|c.H}} in the corner. <br />
}}<br />
<br />
===<big>Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L, 623M, 623H<br />
|description=<br />
Siegfried's {{Keyword|Dragon Punch}} {{keyword|reversal}} that additionally acts as a strong combo ender.<br />
<br />
----<br />
'''{{clr|L|623L}}'''<br />
<br><br />
An upward swipe that has no invuln. Regardless of having none, it can be used as an alternative {{Keyword|abare}} option due to it being very fast. Preferred ender from light combos as it will connect at {{clr|L|f.L}}'s max range.<br />
<br />
----<br />
'''{{clr|M|623M}}'''<br />
<br><br />
A double strike that'll leave Siegfried airborne, but has invulnerability on startup. Air unblockable, but only on the first active frame.<br />
<br />
----<br />
'''{{clr|H|623H}}'''<br />
<br><br />
Hits 4 times with invulnerability on startup.<br />
}}<br />
<br />
===<big>Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214X (M/H Hold OK)}} or {{InputBadge|4S (M/H Hold OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L, 214M, 214H<br />
|description=<br />
A powerful downwards sword strike.<br />
* Safe on every version, plus on charged versions.<br />
* Good chip damage.<br />
* M and H versions can be charged for extra power. <br />
<br />
----<br />
'''{{clr|L|214L}}'''<br />
<br><br />
* Standard combo ender, and your most damaging.<br />
<br />
A reliable move to end combos with, as using its EX version grants no notable properties besides quicker startup, and as such, won't be in cooldown very often. <br />
While susceptible to spot-dodges during block-strings, nearly every cancel option into this move from his normal attacks will leave him at advantage should Siegfried's opponent attempt to spot-dodge this attack. <br />
----<br />
'''{{clr|M|214M}}'''<br />
<br><br />
<br />
Slower, more damaging version. M Verdrängen can be charged for a bit more damage and plus frames, however, it's very easy to spot-dodge on reaction, leaving him punishable if spot-dodged early, charged or not.<br />
----<br />
'''{{clr|H|214H}}'''<br />
<br><br />
Most damaging and quicker version of Verdrägen. Notable for being the only version of Verdrägen that connects from {{clr|M|2M}} and {{clr|M|f.M}}. The fully-charged version connects from a counterhit {{clr|3|f.H}}. Charged version is also punishable if spot-dodged early. <br />
}}<br />
<br />
===<big>Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}}}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|description=<br />
Close-range, multihit sword strikes with a variety of follow-ups. The strength of the button used for the input affects the properties of the follow-ups, similar to {{Character Label|GBVSR|Percival|label=Percival's}} {{MMC|chara=Percival|input=214H|label=Lord's Strike}}. <br />
<br />
All of the follow-ups can be manually delayed significantly as Siegfried stays in Orkan's stance for a very long time, or it can be manually canceled out of by inputting any direction. <br />
<br />
----<br />
'''{{clr|L|22L}}'''<br />
<br><br />
Fast startup. {{keyword|Frame trap}}s from {{clr|L|2L}}, {{clr|L|c.L}} and {{clr|L|f.L}}. Due to its range, it can be finnicky to land it from a light string. Only combos into {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} on counter hit. <br />
<br />
----<br />
'''{{clr|M|22M}}'''<br />
<br><br />
Slower startup prevents it from comboing from {{MMC|input=c.XXX|label=Triple Attack}} and {{MMC|input=c.H|label={{clr|H|c.H}}}} on hit, but naturally frametraps from them instead. Combos into Uwe without the need for a counter hit like {{clr|L|22L}}.<br />
<br />
----<br />
'''{{clr|H|22H}}'''<br />
<br><br />
Corner combo starter due to its increased untechable time on hit, comboable from lights. Follow-ups from {{clr|H|22H}} all deal increased damage.<br />
<br />
}}<br />
<br />
===<big>Héritier</big>===<br />
{{InputBadge|Orkan > {{clr|1|L}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > L<br />
|description=<br />
A upwards slice finisher for Orkan. When performed from {{clr|3|22H}}, allows for a combo in the corner. Safe on block, but whiffs on crouch.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>L'Ombre d'Hier</big>===<br />
{{InputBadge|Orkan > {{clr|2|M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > M<br />
|description=<br />
Siegfried enters a parry stance after {{MMC|input=22X|label=[[#Orkan|Orkan]]}}. Being hit by a strike will cause an automatic counterattack. Best used to catch opponents trying to mash between Orkan and either {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} or {{MMC|input=22X > U|label=[[#Deliverance|Deliverance]]}}.<br />
<br />
Any kind of projectile, Skybound Art, or throw will break the parry stance and result in Siegfried being counterhit.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Uwe</big>===<br />
{{InputBadge|Orkan > {{clr|3|H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > H<br />
|description=<br />
Siegfried performs a double downwards slash that causes a ground bounce. A higher damage follow-up than {{MMC|input=22X > L|label=[[#Héritier|Héritier]]}}, but with a {{keyword|gap}} between it and {{MMC|input=22L|label=[[#Orkan|Orkan]]}}. Often used after {{clr|H|22H}} in combos, and in the corner it can link into {{MMC|input=c.L|label={{clr|L|c.L}}}}. Notably the only option to beat reversal throw after Orkan on block up close.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Deliverance</big>===<br />
{{InputBadge|Orkan > {{clr|4|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > U<br />
|description=<br />
Siegfried charges forward for a command grab after {{MMC|input=22L|label=[[#Orkan|Orkan]]}}, driving the opponent towards the corner. It always brings the opponent to the "edge" of the current screen location.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
Unlike the standard versions of Nelah Nav, Ultimate Nelah Nav has a fast startup and travel time on top of being a piercing projectile, making it ideal for winning fireball wars or attempting to check opponents from fullscreen. Causes a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that's fast enough to beat safejabs. Siegfried launches the opponent upwards before connecting with a sideways slice that send them fullscreen for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description=<br />
'''This move is unblockable.'''<br />
<br />
Slow startup but high power version of Verdrängen. Causes a hard knockdown that leaves the opponent close to Siegfried and will crumple on counter hit.<br />
<br />
The move has super armour early during startup, giving it use in checking projectiles from a closer distance than what you'd normally use either {{MMC|input=236236H|label=[[#Schwarze Fange|Schwarze Fange]]}} or {{clr|4|236U}} for. <br />
<br />
However, due to its noticeably slow startup this move finds very little use as a mix-up tool against experienced players as it is easily punishable when spot-dodged. Additionally, this move loses its superarmor during the active frames of the attack, leaving you vulnerable to moves with a high amount of active frames or a well timed poke. <br />
}}<br />
<br />
===<big>Ultimate Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=<br />
Performs the double strikes from Orkan before automatically performing an enhanced version of Deliverance. This version of Deliverance brings the opponent to the corner Siegfried is facing from anywhere on the screen. The hard knockdown afterwards leaves the opponent in said corner, but positions Siegfried on the other side of the screen.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Arts==<br />
===<big>Schwarze Fange</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A diving strike that transitions into a flurry of strikes when it connects, with an additional cinematic finisher from a close hit.<br />
<br />
High-damage conversion from any normal when Siegfried has 100% Skybound Gauge. The move's upwards leap also makes it incredibly potent at checking projectiles from a far distance, as well as very situational anti airing.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* During {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, only restores <!--Check heal amount--> HP on hit and ''not'' block.<br />
}}<br />
<br />
===<big>Blood of the Dragon</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
An {{keyword|install}} that consumes half of Siegfried's remaining health and clears his [[#Manigance|Manigance]] level to grant him a small range boost and an extra 100 damage on all of his Skills. It also gives all of Siegfried's Skills, {{clr|H|H}} attacks, {{clr|U|U}} attacks (except for {{MMC|input=2U|label={{clr|4|2U}}}}), and other two Skybound Arts the ability to restore a small amount of HP on hit or block. These buffs last until the end of the round, and Siegfried cannot gain any Manigance levels until the round is over.<br />
<br />
* Does not restore a [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried.<br />
<!--Check range increase on installed specials--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Rasendes Schwartzblut</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Incredibly powerful, far-range strike. Will only deal full, cinematic damage if it connects near the start of the active frames.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Siegfried}}<br />
{{GBVSRweapons|Size=120|Character=Siegfried}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Siegfried|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried&diff=439309GBVSR/Siegfried2024-01-09T00:37:35Z<p>JC: Pros are excessive in their wording. Most points do not seem to be particularly major to the character. Siegfried is good, not Narukami. Toned it down.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A heavy hitter who wields a massive blade with enough force to lay pressure on foes at both close quarters and midrange.<br />
<br />
By sacrificing a portion of his health to activate Manigance, he can drastically increase his attack power for a period of time. Albeit sacrificing part of his health for increased damage, the punishment Siegfried is able to dish out is more than enough to compensate for small portion of health.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is an all-rounder set apart by his exceptional neutral pokes, conversions and tricky fireball, whilst boasting one of the highest damage outputs.<br />
|pros=<br />
* '''Well-Rounded''': Siegfried has a versatile set of normals and specials to be able to adequately put up a fight in the majority of situations.<br />
* '''Solid Neutral''': Sieg has a strong variety of speedy normals for close range engagements, and a large fireball for demanding respect from opponents refusing to approach. This allows him to both poke and contest scrambles equally.<br />
* '''Strong Frametrap Pressure''': {{MMC|input=22L|label=Orkan}} has a built in {{MMC|input=22X > M|label=counter}} and {{MMC|input=22X > H|label=throw bait/frametrap}} option , and he can layer on a strong frame-trap offense with many ways to remain safe. Also has a corner unblockable setup with {{MMC|input=214U|label={{clr|U|214U}}}}.<br />
|cons=<br />
* '''Risky Pressure''': Siegfried wields formidable abilities that enable him to apply relentless pressure and compel opponents to respond. These tools create chances for Siegfried to inflict damage, however given the highly interactive nature of his distinctive offensive tools, they can equally provide opportunities for the defending player, resulting in substantial damage rewards for the opponent.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=<span id="Manigance">Unique Mechanic: {{IconText|GBVSR_ManiganceIcon|Manigance}}</span><br />
|content=Manigance is a self-buff that Siegfried can use to spend a small portion of his health to increase his overall damage output for a limited time. The buff can stack up to three times.<br />
<br><br />
<br />
One use of {{MMC|input=5U|label=[[#5U|{{clr|4|5U}}]]}} grants 1 stack of Manigance. Once this stack reaches the cap of 3, each successive use of {{clr|4|5U}} will instead reset the buff's timer. This timer is shorter the higher the amount of stacks. If this timer runs out, all stacks of {{clr|4|5U}} are lost. Additionally, upon gaining 2 stacks, the 3rd stack sacrifices noticeably less health.<br />
<br><br />
<br />
* 1 stack = 10% damage boost for {{tt|40 seconds|2400 frames}}.<br />
* 2 stacks = 20% damage boost for {{tt|20 seconds|1200 frames}}.<br />
* 3 stacks = 50% damage boost for {{Tt|6⅔ seconds|400 frames}}.<br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
*Siegfried taps forwards with his hand for a close-range strike. Due to being +4 on block, {{clr|1|c.L}} allows for frametraps and pressure resets. <br />
<br />
*Links into {{clr|3|c.H}} on crouchers or counterhit. <br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A short-range shoulder tackle. <br />
<br />
Standard Combo Starter and can potentially be used for pressure resets due to being neutral on block.<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
* Causes slowdown on counterhit.<br />
<br />
A short-range downwards sword strike. <br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A mid-distance, fast kick. <br />
<br />
● Can be low-profiled by low hitting attacks. <br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Generally one of your main whiff punish tools. Starts up and recovers slower than {{clr|2|2M}} with marginally longer reach but possesses a higher hitbox to stuff low-crush attempts. Often used to confirm into Siegfried's EX specials. <br />
<br />
● Combos into the light version of Orkan ({{clr|1|22L}}) naturally, and combos into the light version of Verdrängen ({{clr|1|214L}}) on counterhit.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
A long-range horizontal sword stab.<br />
<br />
Naturally combos into {{clr|L|214L|}}, so is proven useful during footsies range. Extremely slow recovery if the move whiffs, however, so use it with caution.<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
<br />
Siegfried's dedicated low option in close quarters.<br />
<br />
*Cancelable into itself or {{clr|1|c.L}}, allowing for frametraps and pressure. <br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= A low fast kick that can open up some space for Siegfried if its too far for f.M and too close for f.H.<br />
<br />
{{clr|2|2M}} is one of your best neutral tools with its impressive range and relatively brief recovery frames should it whiff. Often used to stuff approaches, as well as conversions in most of his combo routing. <br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
An upwards sword strike. Causes slowdown on counterhit. <br />
<br />
Works as a more vertically-oriented anti air, at the cost of horizontal range. However, upon counterhit, allows you to land a fully charged {{clr|M|214M}}, giving you plenty of combo opportunities that can deal massive damage.<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
<br />
Siegfried's Sweep option to catch standing opponents. {{clr|4|2U}} is a double hitting low attack, allowing for hitconfirms into {{clr|3|22H}} or {{clr|3|623H}}. This move finds most of its use as a low-check against opponents slightly out of {{clr|1|2L}} range.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
A quick, advancing upwards kick. Able to link into {{clr|1|f.L}} on hit and {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Sliding low attack.<br />
<br />
Really good range, even without considering the slide momentum you get from dashing. <br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
<br />
*2 hit move, if the first hit connects, the second hit knocks down. If the first hit whiffs, the second hit leaves the opponent crouching and you at +10.<br />
<br />
Siegfried dashes forward and deals two quick slashes, knocking down the opponent. Good oki, but using it in neutral is dangerous due to its frame data. One use for it is to guarantee a knockdown after {{clr|H|2H}} into {{clr|M|214[M]}} for resourceless oki.<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Siegfried sticks his leg forward. Like other lights, the hitbox will stick out until you land. The range makes this button ideal for air-to-air situations.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A downwards strike with Siegfried's sword. Lower range than {{clr|3|j.H}}. Dedicated crossup button<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
A wide aerial slash similar to {{Character Label|GBVSR|Belial|label=Belial's}} {{MMC|chara=Belial|input=j.H|label={{clr|3|j.H}}}}.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Siegfried stalls in the air and then sends himself towards the ground with a downward strike. <br />
*This move hits twice, attacking initially with his sword on the way down and a second time with the grounded slam. <br />
*While this move doesn't do significant damage, its main use is to alter your jump momentum, beating anti-air attempts or as a throw-bait. Despite the move being {{clr|3|-5}}, the double hitting pushback of the move keeps Siegfried just out of range from getting punished with a {{clr|1|c.L}} or a throw Midscreen. However, Siegfried will find himself vulnerable to being punished when attempting this on a cornered opponent.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to gain 1 stack of [[#Manigance|Manigance]] per use. Usable in combos as it does produce a small hitbox, either as a combo ender or providing a launch high enough to link into {{MMC|input=c.L|label={{clr|1|c.L}}}} in the corner.<br />
<br />
If Siegfried activates {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, the move will no longer grant Manigance stacks on use and will instead restore a small amount of Siegfried's health on contact. Hitting with the move restores more health than if it was blocked.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L, 236M, 236H<br />
|description=<br />
A slow-moving projectile with high vertical reach.<br />
<br />
----<br />
'''{{clr|L|236L}}'''<br />
<br><br />
A fast, small projectile that reaches full screen. Good for applying pressure full screen or against matchups where Siegfried can't play to his normals. Cannot be rolled through.<br />
<br />
----<br />
'''{{clr|M|236M}}'''<br />
<br><br />
Take a small amount of time to charge up compared to both light and heavy versions and can't reach full screen with the upside of being able to take multiple projectile hits and having short enough recovery to cover Siegfried's approach. Allows for easier control of space with higher commitment.<br />
----<br />
'''{{clr|H|236H}}'''<br />
<br><br />
A combination of both Light and Medium versions. It's decently fast to come out and has multiple hits but doesn't reach full screen. One of Siegfried's bread and butter combo tools, allowing for follow-ups mid-screen with {{clr|2|2M}} or {{clr|3|c.H}} in the corner. <br />
}}<br />
<br />
===<big>Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L, 623M, 623H<br />
|description=<br />
Siegfried's {{Keyword|Dragon Punch}} {{keyword|reversal}} that additionally acts as a strong combo ender.<br />
<br />
----<br />
'''{{clr|L|623L}}'''<br />
<br><br />
An upward swipe that has no invuln. Regardless of having none, it can be used as an alternative {{Keyword|abare}} option due to it being very fast. Preferred ender from light combos as it will connect at {{clr|L|f.L}}'s max range.<br />
<br />
----<br />
'''{{clr|M|623M}}'''<br />
<br><br />
A double strike that'll leave Siegfried airborne, but has invulnerability on startup. Air unblockable, but only on the first active frame.<br />
<br />
----<br />
'''{{clr|H|623H}}'''<br />
<br><br />
Hits 4 times with invulnerability on startup.<br />
}}<br />
<br />
===<big>Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214X (M/H Hold OK)}} or {{InputBadge|4S (M/H Hold OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L, 214M, 214H<br />
|description=<br />
A powerful downwards sword strike.<br />
* Safe on every version, plus on charged versions.<br />
* Good chip damage.<br />
* M and H versions can be charged for extra power. <br />
<br />
----<br />
'''{{clr|L|214L}}'''<br />
<br><br />
* Standard combo ender, and your most damaging.<br />
<br />
A reliable move to end combos with, as using its EX version grants no notable properties besides quicker startup, and as such, won't be in cooldown very often. <br />
While susceptible to spot-dodges during block-strings, nearly every cancel option into this move from his normal attacks will leave him at advantage should Siegfried's opponent attempt to spot-dodge this attack. <br />
----<br />
'''{{clr|M|214M}}'''<br />
<br><br />
<br />
Slower, more damaging version. M Verdrängen can be charged for a bit more damage and plus frames, however, it's very easy to spot-dodge on reaction, leaving him punishable if spot-dodged early, charged or not.<br />
----<br />
'''{{clr|H|214H}}'''<br />
<br><br />
Most damaging and quicker version of Verdrägen. Notable for being the only version of Verdrägen that connects from {{clr|M|2M}} and {{clr|M|f.M}}. The fully-charged version connects from a counterhit {{clr|3|f.H}}. Charged version is also punishable if spot-dodged early. <br />
}}<br />
<br />
===<big>Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}}}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|description=<br />
Close-range, multihit sword strikes with a variety of follow-ups. The strength of the button used for the input affects the properties of the follow-ups, similar to {{Character Label|GBVSR|Percival|label=Percival's}} {{MMC|chara=Percival|input=214H|label=Lord's Strike}}. <br />
<br />
All of the follow-ups can be manually delayed significantly as Siegfried stays in Orkan's stance for a very long time, or it can be manually canceled out of by inputting any direction. <br />
<br />
----<br />
'''{{clr|L|22L}}'''<br />
<br><br />
Fast startup. {{keyword|Frame trap}}s from {{clr|L|2L}}, {{clr|L|c.L}} and {{clr|L|f.L}}. Due to its range, it can be finnicky to land it from a light string. Only combos into {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} on counter hit. <br />
<br />
----<br />
'''{{clr|M|22M}}'''<br />
<br><br />
Slower startup prevents it from comboing from {{MMC|input=c.XXX|label=Triple Attack}} and {{MMC|input=c.H|label={{clr|H|c.H}}}} on hit, but naturally frametraps from them instead. Combos into Uwe without the need for a counter hit like {{clr|L|22L}}.<br />
<br />
----<br />
'''{{clr|H|22H}}'''<br />
<br><br />
Corner combo starter due to its increased untechable time on hit, comboable from lights. Follow-ups from {{clr|H|22H}} all deal increased damage.<br />
<br />
}}<br />
<br />
===<big>Héritier</big>===<br />
{{InputBadge|Orkan > {{clr|1|L}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > L<br />
|description=<br />
A upwards slice finisher for Orkan. When performed from {{clr|3|22H}}, allows for a combo in the corner. Safe on block, but whiffs on crouch.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>L'Ombre d'Hier</big>===<br />
{{InputBadge|Orkan > {{clr|2|M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > M<br />
|description=<br />
Siegfried enters a parry stance after {{MMC|input=22X|label=[[#Orkan|Orkan]]}}. Being hit by a strike will cause an automatic counterattack. Best used to catch opponents trying to mash between Orkan and either {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} or {{MMC|input=22X > U|label=[[#Deliverance|Deliverance]]}}.<br />
<br />
Any kind of projectile, Skybound Art, or throw will break the parry stance and result in Siegfried being counterhit.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Uwe</big>===<br />
{{InputBadge|Orkan > {{clr|3|H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > H<br />
|description=<br />
Siegfried performs a double downwards slash that causes a ground bounce. A higher damage follow-up than {{MMC|input=22X > L|label=[[#Héritier|Héritier]]}}, but with a {{keyword|gap}} between it and {{MMC|input=22L|label=[[#Orkan|Orkan]]}}. Often used after {{clr|H|22H}} in combos, and in the corner it can link into {{MMC|input=c.L|label={{clr|L|c.L}}}}. Notably the only option to beat reversal throw after Orkan on block up close.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Deliverance</big>===<br />
{{InputBadge|Orkan > {{clr|4|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > U<br />
|description=<br />
Siegfried charges forward for a command grab after {{MMC|input=22L|label=[[#Orkan|Orkan]]}}, driving the opponent towards the corner. It always brings the opponent to the "edge" of the current screen location.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
Unlike the standard versions of Nelah Nav, Ultimate Nelah Nav has a fast startup and travel time on top of being a piercing projectile, making it ideal for winning fireball wars or attempting to check opponents from fullscreen. Causes a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that's fast enough to beat safejabs. Siegfried launches the opponent upwards before connecting with a sideways slice that send them fullscreen for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description=<br />
'''This move is unblockable.'''<br />
<br />
Slow startup but high power version of Verdrängen. Causes a hard knockdown that leaves the opponent close to Siegfried and will crumple on counter hit.<br />
<br />
The move has super armour early during startup, giving it use in checking projectiles from a closer distance than what you'd normally use either {{MMC|input=236236H|label=[[#Schwarze Fange|Schwarze Fange]]}} or {{clr|4|236U}} for. <br />
<br />
However, due to its noticeably slow startup this move finds very little use as a mix-up tool against experienced players as it is easily punishable when spot-dodged. Additionally, this move loses its superarmor during the active frames of the attack, leaving you vulnerable to moves with a high amount of active frames or a well timed poke. <br />
}}<br />
<br />
===<big>Ultimate Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=<br />
Performs the double strikes from Orkan before automatically performing an enhanced version of Deliverance. This version of Deliverance brings the opponent to the corner Siegfried is facing from anywhere on the screen. The hard knockdown afterwards leaves the opponent in said corner, but positions Siegfried on the other side of the screen.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Arts==<br />
===<big>Schwarze Fange</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A diving strike that transitions into a flurry of strikes when it connects, with an additional cinematic finisher from a close hit.<br />
<br />
High-damage conversion from any normal when Siegfried has 100% Skybound Gauge. The move's upwards leap also makes it incredibly potent at checking projectiles from a far distance, as well as very situational anti airing.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* During {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, only restores <!--Check heal amount--> HP on hit and ''not'' block.<br />
}}<br />
<br />
===<big>Blood of the Dragon</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
An {{keyword|install}} that consumes half of Siegfried's remaining health and clears his [[#Manigance|Manigance]] level to grant him a small range boost and an extra 100 damage on all of his Skills. It also gives all of Siegfried's Skills, {{clr|H|H}} attacks, {{clr|U|U}} attacks (except for {{MMC|input=2U|label={{clr|4|2U}}}}), and other two Skybound Arts the ability to restore a small amount of HP on hit or block. These buffs last until the end of the round, and Siegfried cannot gain any Manigance levels until the round is over.<br />
<br />
* Does not restore a [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried.<br />
<!--Check range increase on installed specials--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Rasendes Schwartzblut</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Incredibly powerful, far-range strike. Will only deal full, cinematic damage if it connects near the start of the active frames.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Siegfried}}<br />
{{GBVSRweapons|Size=120|Character=Siegfried}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Siegfried|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Siegfried&diff=439298GBVSR/Siegfried2024-01-08T23:43:14Z<p>JC: Undo revision 438435 by Monterto (talk) N/A'd a character without actual discussion, make an edit like this again and I will have your ass on a platter.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A heavy hitter who wields a massive blade with enough force to lay pressure on foes at both close quarters and midrange.<br />
<br />
By sacrificing a portion of his health to activate Manigance, he can drastically increase his attack power for a period of time. Albeit sacrificing part of his health for increased damage, the punishment Siegfried is able to dish out is more than enough to compensate for small portion of health.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is an all-rounder set apart by his exceptional neutral pokes, conversions and tricky fireball, whilst boasting one of the highest damage outputs.<br />
|pros=<br />
* '''Does It All''': Siegfried doesn't just have a solid kit, he has a fantastic kit. He has very few meaningful weaknesses thanks to his versatility, and many of his specials are best-in-class at what they do. <br />
* '''Surprisingly Speedy''': While his large sword may seem like it drags him down, Sieg has a variety of speedy normals for close range engagements. This allows him to both poke and contest scrambles effectively. <br />
* '''Death To Mashing''': Siegfried's offense is as risky or as safe as he wants to play it. His rekka has a built in {{MMC|input=22X > M|label=counter}} and {{MMC|input=22X > U|label=command grab}} mixup, and he can layer on a strong frame-trap offense with many ways to remain safe.<br />
* '''Manigance''': {{clr|4|5U}}'s boost to his damage output gives Sieg some truly ludicrous punish opportunities and conversions, all for a paltry health cost.<br />
* '''Great Screen Control''': While Sieg has great footsies with his poke, his {{MMC|input=236L|fireball}} can also be used to give himself screen space. The huge vertical reach of the fireball plus the fact that it can't be dodged through forces opponents to heavily respect it. <br />
|cons=<br />
* '''Simple''': Sieg isn't exactly a complicated character. It can be pretty easy to understand all of his tricks, requiring Sieg players to take some risks when it comes to opening opponents up. <br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=<span id="Manigance">Unique Mechanic: {{IconText|GBVSR_ManiganceIcon|Manigance}}</span><br />
|content=Manigance is a self-buff that Siegfried can use to spend a small portion of his health to increase his overall damage output for a limited time. The buff can stack up to three times.<br />
<br><br />
<br />
One use of {{MMC|input=5U|label=[[#5U|{{clr|4|5U}}]]}} grants 1 stack of Manigance. Once this stack reaches the cap of 3, each successive use of {{clr|4|5U}} will instead reset the buff's timer. This timer is shorter the higher the amount of stacks. If this timer runs out, all stacks of {{clr|4|5U}} are lost. Additionally, upon gaining 2 stacks, the 3rd stack sacrifices noticeably less health.<br />
<br><br />
<br />
* 1 stack = 10% damage boost for {{tt|40 seconds|2400 frames}}.<br />
* 2 stacks = 20% damage boost for {{tt|20 seconds|1200 frames}}.<br />
* 3 stacks = 50% damage boost for {{Tt|6⅔ seconds|400 frames}}.<br />
}}<br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
====<big>{{clr|1|c.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
*Siegfried taps forwards with his hand for a close-range strike. Due to being +4 on block, {{clr|1|c.L}} allows for frametraps and pressure resets. <br />
<br />
*Links into {{clr|3|c.H}} on crouchers or counterhit. <br />
}}<br />
<br />
====<big>{{clr|2|c.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A short-range shoulder tackle. <br />
<br />
Standard Combo Starter and can potentially be used for pressure resets due to being neutral on block.<br />
}}<br />
<br />
====<big>{{clr|3|c.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
* Causes slowdown on counterhit.<br />
<br />
A short-range downwards sword strike. <br />
}}<br />
<br />
====<big>Triple Attack</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
====<big>{{clr|1|f.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A mid-distance, fast kick. <br />
<br />
● Can be low-profiled by low hitting attacks. <br />
}}<br />
<br />
====<big>{{clr|2|f.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Generally one of your main whiff punish tools. Starts up and recovers slower than {{clr|2|2M}} with marginally longer reach but possesses a higher hitbox to stuff low-crush attempts. Often used to confirm into Siegfried's EX specials. <br />
<br />
● Combos into the light version of Orkan ({{clr|1|22L}}) naturally, and combos into the light version of Verdrängen ({{clr|1|214L}}) on counterhit.<br />
}}<br />
<br />
====<big>{{clr|3|f.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
A long-range horizontal sword stab.<br />
<br />
Naturally combos into {{clr|L|214L|}}, so is proven useful during footsies range. Extremely slow recovery if the move whiffs, however, so use it with caution.<br />
}}<br />
<br />
====<big>{{clr|1|2L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
<br />
Siegfried's dedicated low option in close quarters.<br />
<br />
*Cancelable into itself or {{clr|1|c.L}}, allowing for frametraps and pressure. <br />
}}<br />
<br />
====<big>{{clr|2|2M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= A low fast kick that can open up some space for Siegfried if its too far for f.M and too close for f.H.<br />
<br />
{{clr|2|2M}} is one of your best neutral tools with its impressive range and relatively brief recovery frames should it whiff. Often used to stuff approaches, as well as conversions in most of his combo routing. <br />
}}<br />
<br />
====<big>{{clr|3|2H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
An upwards sword strike. Causes slowdown on counterhit. <br />
<br />
Works as a more vertically-oriented anti air, at the cost of horizontal range. However, upon counterhit, allows you to land a fully charged {{clr|M|214M}}, giving you plenty of combo opportunities that can deal massive damage.<br />
}}<br />
<br />
====<big>{{clr|4|2U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
<br />
Siegfried's Sweep option to catch standing opponents. {{clr|4|2U}} is a double hitting low attack, allowing for hitconfirms into {{clr|3|22H}} or {{clr|3|623H}}. However, since the first hit is relatively short range, usually you'll find yourself doing {{clr|1|2L}} instead.<br />
}}<br />
<br />
===Dash Normals===<br />
====<big>{{clr|1|66L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
A quick, advancing upwards kick. Able to link into {{clr|1|f.L}} on hit and {{clr|2|c.M}} on counterhit.<br />
}}<br />
<br />
====<big>{{clr|2|66M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Sliding low attack.<br />
<br />
Really good range, even without considering the slide momentum you get from dashing. <br />
}}<br />
<br />
====<big>{{clr|3|66H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
<br />
*2 hit move, if the first hit connects, the second hit knocks down. If the first hit whiffs, the second hit leaves the opponent crouching and you at +10.<br />
<br />
Siegfried dashes forward and deals two quick slashes, knocking down the opponent. Good oki, but using it in neutral is dangerous due to its frame data. One use for it is to guarantee a knockdown after {{clr|H|2H}} into {{clr|M|214[M]}} for resourceless oki.<br />
}}<br />
<br />
===Air Normals===<br />
====<big>{{clr|1|j.L}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Siegfried sticks his leg forward. Like other lights, the hitbox will stick out until you land. The range makes this button ideal for air-to-air situations.<br />
}}<br />
<br />
====<big>{{clr|2|j.M}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A downwards strike with Siegfried's sword. Lower range than {{clr|3|j.H}}. Dedicated crossup button<br />
}}<br />
<br />
====<big>{{clr|3|j.H}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
A wide aerial slash similar to {{Character Label|GBVSR|Belial|label=Belial's}} {{MMC|chara=Belial|input=j.H|label={{clr|3|j.H}}}}.<br />
}}<br />
<br />
====<big>{{clr|4|j.U}}</big>====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Siegfried stalls in the air and then sends himself towards the ground with a downward strike. <br />
*This move hits twice, attacking initially with his sword on the way down and a second time with the grounded slam. <br />
*While this move doesn't do significant damage, its main use is to alter your jump momentum, beating anti-air attempts or as a throw-bait. Despite the move being {{clr|3|-5}}, the double hitting pushback of the move keeps Siegfried just out of range from getting punished with a {{clr|1|c.L}} or a throw Midscreen. However, Siegfried will find himself vulnerable to being punished when attempting this on a cornered opponent.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Used to gain 1 stack of [[#Manigance|Manigance]] per use. Usable in combos as it does produce a small hitbox, either as a combo ender or providing a launch high enough to link into {{MMC|input=c.L|label={{clr|1|c.L}}}} in the corner.<br />
<br />
If Siegfried activates {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, the move will no longer grant Manigance stacks on use and will instead restore a small amount of Siegfried's health on contact. Hitting with the move restores more health than if it was blocked.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L, 236M, 236H<br />
|description=<br />
A slow-moving projectile with high vertical reach.<br />
<br />
----<br />
'''{{clr|L|236L}}'''<br />
<br><br />
A fast, small projectile that reaches full screen. Good for applying pressure full screen or against matchups where Siegfried can't play to his normals. Cannot be rolled through.<br />
<br />
----<br />
'''{{clr|M|236M}}'''<br />
<br><br />
Take a small amount of time to charge up compared to both light and heavy versions and can't reach full screen with the upside of being able to take multiple projectile hits and having short enough recovery to cover Siegfried's approach. Allows for easier control of space with higher commitment.<br />
----<br />
'''{{clr|H|236H}}'''<br />
<br><br />
A combination of both Light and Medium versions. It's decently fast to come out and has multiple hits but doesn't reach full screen. One of Siegfried's bread and butter combo tools, allowing for follow-ups mid-screen with {{clr|2|2M}} or {{clr|3|c.H}} in the corner. <br />
}}<br />
<br />
===<big>Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L, 623M, 623H<br />
|description=<br />
Siegfried's {{Keyword|Dragon Punch}} {{keyword|reversal}} that additionally acts as a strong combo ender.<br />
<br />
----<br />
'''{{clr|L|623L}}'''<br />
<br><br />
An upward swipe that has no invuln. Regardless of having none, it can be used as an alternative {{Keyword|abare}} option due to it being very fast. Preferred ender from light combos as it will connect at {{clr|L|f.L}}'s max range.<br />
<br />
----<br />
'''{{clr|M|623M}}'''<br />
<br><br />
A double strike that'll leave Siegfried airborne, but has invulnerability on startup. Air unblockable, but only on the first active frame.<br />
<br />
----<br />
'''{{clr|H|623H}}'''<br />
<br><br />
Hits 4 times with invulnerability on startup.<br />
}}<br />
<br />
===<big>Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214X (M/H Hold OK)}} or {{InputBadge|4S (M/H Hold OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L, 214M, 214H<br />
|description=<br />
A powerful downwards sword strike.<br />
* Safe on every version, plus on charged versions.<br />
* Good chip damage.<br />
* M and H versions can be charged for extra power. <br />
<br />
----<br />
'''{{clr|L|214L}}'''<br />
<br><br />
* Standard combo ender, and your most damaging.<br />
<br />
A reliable move to end combos with, as using its EX version grants no notable properties besides quicker startup, and as such, won't be in cooldown very often. <br />
While susceptible to spot-dodges during block-strings, nearly every cancel option into this move from his normal attacks will leave him at advantage should Siegfried's opponent attempt to spot-dodge this attack. <br />
----<br />
'''{{clr|M|214M}}'''<br />
<br><br />
<br />
Slower, more damaging version. M Verdrängen can be charged for a bit more damage and plus frames, however, it's very easy to spot-dodge on reaction, leaving him punishable if spot-dodged early, charged or not.<br />
----<br />
'''{{clr|H|214H}}'''<br />
<br><br />
Most damaging and quicker version of Verdrägen. Notable for being the only version of Verdrägen that connects from {{clr|M|2M}} and {{clr|M|f.M}}. The fully-charged version connects from a counterhit {{clr|3|f.H}}. Charged version is also punishable if spot-dodged early. <br />
}}<br />
<br />
===<big>Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|{{clr|L|22L}}/{{clr|M|M}}/{{clr|H|H}}}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|description=<br />
Close-range, multihit sword strikes with a variety of follow-ups. The strength of the button used for the input affects the properties of the follow-ups, similar to {{Character Label|GBVSR|Percival|label=Percival's}} {{MMC|chara=Percival|input=214H|label=Lord's Strike}}. <br />
<br />
All of the follow-ups can be manually delayed significantly as Siegfried stays in Orkan's stance for a very long time, or it can be manually canceled out of by inputting any direction. <br />
<br />
----<br />
'''{{clr|L|22L}}'''<br />
<br><br />
Fast startup. {{keyword|Frame trap}}s from {{clr|L|2L}}, {{clr|L|c.L}} and {{clr|L|f.L}}. Due to its range, it can be finnicky to land it from a light string. Only combos into {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} on counter hit. <br />
<br />
----<br />
'''{{clr|M|22M}}'''<br />
<br><br />
Slower startup prevents it from comboing from {{MMC|input=c.XXX|label=Triple Attack}} and {{MMC|input=c.H|label={{clr|H|c.H}}}} on hit, but naturally frametraps from them instead. Combos into Uwe without the need for a counter hit like {{clr|L|22L}}.<br />
<br />
----<br />
'''{{clr|H|22H}}'''<br />
<br><br />
Corner combo starter due to its increased untechable time on hit, comboable from lights. Follow-ups from {{clr|H|22H}} all deal increased damage.<br />
<br />
}}<br />
<br />
===<big>Héritier</big>===<br />
{{InputBadge|Orkan > {{clr|1|L}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > L<br />
|description=<br />
A upwards slice finisher for Orkan. When performed from {{clr|3|22H}}, allows for a combo in the corner. Safe on block, but whiffs on crouch.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>L'Ombre d'Hier</big>===<br />
{{InputBadge|Orkan > {{clr|2|M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > M<br />
|description=<br />
Siegfried enters a parry stance after {{MMC|input=22X|label=[[#Orkan|Orkan]]}}. Being hit by a strike will cause an automatic counterattack. Best used to catch opponents trying to mash between Orkan and either {{MMC|input=22X > H|label=[[#Uwe|Uwe]]}} or {{MMC|input=22X > U|label=[[#Deliverance|Deliverance]]}}.<br />
<br />
Any kind of projectile, Skybound Art, or throw will break the parry stance and result in Siegfried being counterhit.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Uwe</big>===<br />
{{InputBadge|Orkan > {{clr|3|H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > H<br />
|description=<br />
Siegfried performs a double downwards slash that causes a ground bounce. A higher damage follow-up than {{MMC|input=22X > L|label=[[#Héritier|Héritier]]}}, but with a {{keyword|gap}} between it and {{MMC|input=22L|label=[[#Orkan|Orkan]]}}. Often used after {{clr|H|22H}} in combos, and in the corner it can link into {{MMC|input=c.L|label={{clr|L|c.L}}}}. Notably the only option to beat reversal throw after Orkan on block up close.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
===<big>Deliverance</big>===<br />
{{InputBadge|Orkan > {{clr|4|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22X > U<br />
|description=<br />
Siegfried charges forward for a command grab after {{MMC|input=22L|label=[[#Orkan|Orkan]]}}, driving the opponent towards the corner. It always brings the opponent to the "edge" of the current screen location.<br />
<br />
* Data in brackets refers to when the move is used from {{clr|H|22H}}.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Nelah Nav</big>===<br />
{{Micon|1|}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description=<br />
Unlike the standard versions of Nelah Nav, Ultimate Nelah Nav has a fast startup and travel time on top of being a piercing projectile, making it ideal for winning fireball wars or attempting to check opponents from fullscreen. Causes a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Messager</big>===<br />
{{Micon|5|}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description=<br />
A reversal that's fast enough to beat safejabs. Siegfried launches the opponent upwards before connecting with a sideways slice that send them fullscreen for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Verdrängen</big>===<br />
{{Micon|6|}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description=<br />
'''This move is unblockable.'''<br />
<br />
Slow startup but high power version of Verdrängen. Causes a hard knockdown that leaves the opponent close to Siegfried and will crumple on counter hit.<br />
<br />
The move has super armour early during startup, giving it use in checking projectiles from a closer distance than what you'd normally use either {{MMC|input=236236H|label=[[#Schwarze Fange|Schwarze Fange]]}} or {{clr|4|236U}} for. <br />
<br />
However, due to its noticeably slow startup this move finds very little use as a mix-up tool against experienced players as it is easily punishable when spot-dodged. Additionally, this move loses its superarmor during the active frames of the attack, leaving you vulnerable to moves with a high amount of active frames or a well timed poke. <br />
}}<br />
<br />
===<big>Ultimate Orkan</big>===<br />
{{Micon|10|}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=<br />
Performs the double strikes from Orkan before automatically performing an enhanced version of Deliverance. This version of Deliverance brings the opponent to the corner Siegfried is facing from anywhere on the screen. The hard knockdown afterwards leaves the opponent in said corner, but positions Siegfried on the other side of the screen.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Arts==<br />
===<big>Schwarze Fange</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A diving strike that transitions into a flurry of strikes when it connects, with an additional cinematic finisher from a close hit.<br />
<br />
High-damage conversion from any normal when Siegfried has 100% Skybound Gauge. The move's upwards leap also makes it incredibly potent at checking projectiles from a far distance, as well as very situational anti airing.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* During {{MMC|input=214214H|label=[[#Blood of the Dragon|Blood of the Dragon]]}}, only restores <!--Check heal amount--> HP on hit and ''not'' block.<br />
}}<br />
<br />
===<big>Blood of the Dragon</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
An {{keyword|install}} that consumes half of Siegfried's remaining health and clears his [[#Manigance|Manigance]] level to grant him a small range boost and an extra 100 damage on all of his Skills. It also gives all of Siegfried's Skills, {{clr|H|H}} attacks, {{clr|U|U}} attacks (except for {{MMC|input=2U|label={{clr|4|2U}}}}), and other two Skybound Arts the ability to restore a small amount of HP on hit or block. These buffs last until the end of the round, and Siegfried cannot gain any Manigance levels until the round is over.<br />
<br />
* Does not restore a [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried.<br />
<!--Check range increase on installed specials--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Rasendes Schwartzblut</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+{{clr|U|U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Incredibly powerful, far-range strike. Will only deal full, cinematic damage if it connects near the start of the active frames.<br />
<br />
* Data in brackets refers to non-cinematic far hit.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Siegfried during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Siegfried}}<br />
{{GBVSRweapons|Size=120|Character=Siegfried}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Siegfried|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=435830GBVSR/Zeta2024-01-03T02:33:28Z<p>JC: /* Infinite Wonders */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|{{clr|2|f.M}}]], [[#f.M|{{clr|2|2M}}]] and [[#f.H|{{clr|3|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time makes it an annoying poke for your opponent to get across. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's ideal range more easily, as you frustrate your opponents out of using their projectile or entice them to jump.<br />
----<br />
;L Beam<br />
The fastest version, in both startup and recovery. Main version for standard use.<br />
----<br />
;M Beam<br />
Noticeably slower than the L version, can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
* Can be delayed by holding down the button.<br />
----<br />
;H Beam<br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
* L/M version allow one follow-up, H allows two<br />
----<br />
;L Spear<br />
The general version you'll combo into the most, particularly after her medium pokes.<br />
----<br />
;M Spear<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown for the aforementioned reasons.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
* L/M versions allow for one followup, H allows two.<br />
----<br />
;L Spear<br />
Zeta travels diagonally upwards. Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
Zeta travels directly upwards. Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
Zeta travels diagonally upwards. Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
* L/M versions allow for one followup, H allows two.<br />
----<br />
;L Dive<br />
Zeta travels diagonally downwards. Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
Zeta travels directly downwards. Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
Zeta travels diagonally downwards. Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. Since it covers a long range, it can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm or combo finisher when she has full meter. Unfortunately, it's not amazing as an anti-projectile super unlike other forward moving supers.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on close hit only.<br />
<br />
----<br />
;{{clr|H|j.236236H}}<br />
<br />
When activated midair, Zeta dives diagonally toward the ground. Used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs. Notably, this version does less damage than a close hit {{clr|H|236236H}} but will always drain a Bravery Point from the opponent on hit, regardless of range.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art due to its awkward travel trajectory making it difficult to use outside of corner combos or {{MMC|input=c.XXX|label=Triple Attack}} confirms. It cannot be confirmed into from her far normals.<br />
<br />
On hit, it places Zeta midscreen quite far from the opponent afterwards, making her following {{keyword|okizeme}} somewhat weak. Try to use this when it will kill the opponent.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Almost never triggers the cinematic when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=435828GBVSR/Zeta2024-01-03T02:31:56Z<p>JC: /* Spear of Arvess (Fall) */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|{{clr|2|f.M}}]], [[#f.M|{{clr|2|2M}}]] and [[#f.H|{{clr|3|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
----<br />
;L Beam<br />
The fastest version, in both startup and recovery. Main version for standard use.<br />
----<br />
;M Beam<br />
Noticeably slower than the L version, can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
* Can be delayed by holding down the button.<br />
----<br />
;H Beam<br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
* L/M version allow one follow-up, H allows two<br />
----<br />
;L Spear<br />
The general version you'll combo into the most, particularly after her medium pokes.<br />
----<br />
;M Spear<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown for the aforementioned reasons.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
* L/M versions allow for one followup, H allows two.<br />
----<br />
;L Spear<br />
Zeta travels diagonally upwards. Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
Zeta travels directly upwards. Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
Zeta travels diagonally upwards. Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
* L/M versions allow for one followup, H allows two.<br />
----<br />
;L Dive<br />
Zeta travels diagonally downwards. Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
Zeta travels directly downwards. Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
Zeta travels diagonally downwards. Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. Since it covers a long range, it can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm or combo finisher when she has full meter. Unfortunately, it's not amazing as an anti-projectile super unlike other forward moving supers.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on close hit only.<br />
<br />
----<br />
;{{clr|H|j.236236H}}<br />
<br />
When activated midair, Zeta dives diagonally toward the ground. Used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs. Notably, this version does less damage than a close hit {{clr|H|236236H}} but will always drain a Bravery Point from the opponent on hit, regardless of range.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art due to its awkward travel trajectory making it difficult to use outside of corner combos or {{MMC|input=c.XXX|label=Triple Attack}} confirms. It cannot be confirmed into from her far normals.<br />
<br />
On hit, it places Zeta midscreen quite far from the opponent afterwards, making her following {{keyword|okizeme}} somewhat weak. Try to use this when it will kill the opponent.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Almost never triggers the cinematic when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=435827GBVSR/Zeta2024-01-03T02:30:57Z<p>JC: /* Spear of Arvess (Rise) */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|{{clr|2|f.M}}]], [[#f.M|{{clr|2|2M}}]] and [[#f.H|{{clr|3|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
----<br />
;L Beam<br />
The fastest version, in both startup and recovery. Main version for standard use.<br />
----<br />
;M Beam<br />
Noticeably slower than the L version, can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
* Can be delayed by holding down the button.<br />
----<br />
;H Beam<br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
* L/M version allow one follow-up, H allows two<br />
----<br />
;L Spear<br />
The general version you'll combo into the most, particularly after her medium pokes.<br />
----<br />
;M Spear<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown for the aforementioned reasons.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
* L/M versions allow for one followup, H allows two.<br />
----<br />
;L Spear<br />
Zeta travels diagonally upwards. Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
Zeta travels directly upwards. Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
Zeta travels diagonally upwards. Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
----<br />
;L Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for one follow-up.<br />
Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
* Zeta travels directly downwards. <br />
* Allows for one follow-up.<br />
Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for two follow-ups, not just one.<br />
Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. Since it covers a long range, it can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm or combo finisher when she has full meter. Unfortunately, it's not amazing as an anti-projectile super unlike other forward moving supers.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on close hit only.<br />
<br />
----<br />
;{{clr|H|j.236236H}}<br />
<br />
When activated midair, Zeta dives diagonally toward the ground. Used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs. Notably, this version does less damage than a close hit {{clr|H|236236H}} but will always drain a Bravery Point from the opponent on hit, regardless of range.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art due to its awkward travel trajectory making it difficult to use outside of corner combos or {{MMC|input=c.XXX|label=Triple Attack}} confirms. It cannot be confirmed into from her far normals.<br />
<br />
On hit, it places Zeta midscreen quite far from the opponent afterwards, making her following {{keyword|okizeme}} somewhat weak. Try to use this when it will kill the opponent.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Almost never triggers the cinematic when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=435825GBVSR/Zeta2024-01-03T02:30:03Z<p>JC: /* Spear of Arvess */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|{{clr|2|f.M}}]], [[#f.M|{{clr|2|2M}}]] and [[#f.H|{{clr|3|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
----<br />
;L Beam<br />
The fastest version, in both startup and recovery. Main version for standard use.<br />
----<br />
;M Beam<br />
Noticeably slower than the L version, can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
* Can be delayed by holding down the button.<br />
----<br />
;H Beam<br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
* L/M version allow one follow-up, H allows two<br />
----<br />
;L Spear<br />
The general version you'll combo into the most, particularly after her medium pokes.<br />
----<br />
;M Spear<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown for the aforementioned reasons.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
----<br />
;L Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for one follow-up.<br />
Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
* Zeta travels directly upwards. <br />
* Allows for one follow-up.<br />
Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for two follow-ups, not just one. <br />
Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
----<br />
;L Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for one follow-up.<br />
Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
* Zeta travels directly downwards. <br />
* Allows for one follow-up.<br />
Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for two follow-ups, not just one.<br />
Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. Since it covers a long range, it can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm or combo finisher when she has full meter. Unfortunately, it's not amazing as an anti-projectile super unlike other forward moving supers.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on close hit only.<br />
<br />
----<br />
;{{clr|H|j.236236H}}<br />
<br />
When activated midair, Zeta dives diagonally toward the ground. Used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs. Notably, this version does less damage than a close hit {{clr|H|236236H}} but will always drain a Bravery Point from the opponent on hit, regardless of range.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art due to its awkward travel trajectory making it difficult to use outside of corner combos or {{MMC|input=c.XXX|label=Triple Attack}} confirms. It cannot be confirmed into from her far normals.<br />
<br />
On hit, it places Zeta midscreen quite far from the opponent afterwards, making her following {{keyword|okizeme}} somewhat weak. Try to use this when it will kill the opponent.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Almost never triggers the cinematic when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=435824GBVSR/Zeta2024-01-03T02:28:56Z<p>JC: /* Spear of Arvess */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|{{clr|2|f.M}}]], [[#f.M|{{clr|2|2M}}]] and [[#f.H|{{clr|3|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
----<br />
;L Beam<br />
The fastest version, in both startup and recovery. Main version for standard use.<br />
----<br />
;M Beam<br />
Noticeably slower than the L version, can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
* Can be delayed by holding down the button.<br />
----<br />
;H Beam<br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
----<br />
;L Spear<br />
The general version you'll combo into the most, particularly after her medium pokes.<br />
----<br />
;M Spear<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown.<br />
* Allows for two follow-ups instead of just one. <br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
----<br />
;L Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for one follow-up.<br />
Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
* Zeta travels directly upwards. <br />
* Allows for one follow-up.<br />
Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for two follow-ups, not just one. <br />
Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
----<br />
;L Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for one follow-up.<br />
Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
* Zeta travels directly downwards. <br />
* Allows for one follow-up.<br />
Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for two follow-ups, not just one.<br />
Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. Since it covers a long range, it can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm or combo finisher when she has full meter. Unfortunately, it's not amazing as an anti-projectile super unlike other forward moving supers.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on close hit only.<br />
<br />
----<br />
;{{clr|H|j.236236H}}<br />
<br />
When activated midair, Zeta dives diagonally toward the ground. Used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs. Notably, this version does less damage than a close hit {{clr|H|236236H}} but will always drain a Bravery Point from the opponent on hit, regardless of range.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art due to its awkward travel trajectory making it difficult to use outside of corner combos or {{MMC|input=c.XXX|label=Triple Attack}} confirms. It cannot be confirmed into from her far normals.<br />
<br />
On hit, it places Zeta midscreen quite far from the opponent afterwards, making her following {{keyword|okizeme}} somewhat weak. Try to use this when it will kill the opponent.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Almost never triggers the cinematic when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=435823GBVSR/Zeta2024-01-03T02:27:41Z<p>JC: /* Infinite Wonders */</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|{{clr|2|f.M}}]], [[#f.M|{{clr|2|2M}}]] and [[#f.H|{{clr|3|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
----<br />
;L Beam<br />
The fastest version, in both startup and recovery. Main version for standard use.<br />
----<br />
;M Beam<br />
Noticeably slower than the L version, can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
* Can be delayed by holding down the button.<br />
----<br />
;H Beam<br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
----<br />
;L Spear<br />
* Allows for one follow-up.<br />
The general version you'll combo into the most. Generally combos consistently from her medium pokes after the 1.2.1 patch.<br />
----<br />
;M Spear<br />
* Allows for one follow-up.<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
* Allows for two follow-ups instead of just one. <br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
----<br />
;L Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for one follow-up.<br />
Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
* Zeta travels directly upwards. <br />
* Allows for one follow-up.<br />
Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for two follow-ups, not just one. <br />
Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
----<br />
;L Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for one follow-up.<br />
Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
* Zeta travels directly downwards. <br />
* Allows for one follow-up.<br />
Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for two follow-ups, not just one.<br />
Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. Since it covers a long range, it can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm or combo finisher when she has full meter. Unfortunately, it's not amazing as an anti-projectile super unlike other forward moving supers.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on close hit only.<br />
<br />
----<br />
;{{clr|H|j.236236H}}<br />
<br />
When activated midair, Zeta dives diagonally toward the ground. Used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs. Notably, this version does less damage than a close hit {{clr|H|236236H}} but will always drain a Bravery Point from the opponent on hit, regardless of range.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art due to its awkward travel trajectory making it difficult to use outside of corner combos or {{MMC|input=c.XXX|label=Triple Attack}} confirms. It cannot be confirmed into from her far normals.<br />
<br />
On hit, it places Zeta midscreen quite far from the opponent afterwards, making her following {{keyword|okizeme}} somewhat weak. Try to use this when it will kill the opponent.<br />
<br />
* Data in brackets refers to non-cinematic far hit. <br />
* Can be {{keyword|option select}}ed with meaty light normals when used as a {{keyword|reversal}}.<br />
* Almost never triggers the cinematic when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Zeta during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta/Data&diff=435822GBVSR/Zeta/Data2024-01-03T02:23:29Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Zeta<br />
|health =16,000<br />
|prejump =4f<br />
|backdash =18f<br />
|portrait =GBVSR_Zeta_Portrait.png<br />
|icon =GBVSR_Zeta_Icon.png<br />
|umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.L |name=<br />
|damage=400 |level=0 |attribute= |guard=Mid<br />
|startup=5|active=3 |recovery=5 |onBlock={{Adv-GBVSR|P|+4}} |onHit=+8<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cL.png<br />
|hitboxes=GBVSR_Zeta_cL_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.M |name=<br />
|damage=700 |level=2 |attribute= |guard=Mid<br />
|startup=6|active=3 |recovery=15 |onBlock={{Adv-GBVSR|M|-3}} |onHit=+1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cM.png<br />
|hitboxes=GBVSR_Zeta_cM_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.H |name=<br />
|damage=1200 |level=4 |attribute= |guard=Mid<br />
|startup=9 |active=6 |recovery=17 |onBlock={{Adv-GBVSR|M|-4}} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cH.png<br />
|hitboxes=GBVSR_Zeta_cH_Hitbox_1.png\GBVSR_Zeta_cH_Hitbox_2.png<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XX |name=<br />
|damage=350 |level=2 |attribute= |guard=Mid<br />
|startup=9 |active=3 |recovery=15 |onBlock={{Adv-GBVSR|M|-3}} |onHit=+1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cXX.png<br />
|hitboxes=GBVSR_Zeta_cXX_Hitbox.png<br />
}}<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XXX |name=<br />
|damage=350 |level=3 |attribute= |guard=Mid<br />
|startup=12 |active=3 |recovery=18 |onBlock={{Adv-GBVSR|M|-4}} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cXXX.png<br />
|hitboxes=GBVSR_Zeta_cXXX_Hitbox.png<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XX6M |name=<br />
|damage=1000 |level=3 |attribute=|guard=Low<br />
|startup=12 |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit={{Adv-GBVSR|P|+30}}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XX6H |name=<br />
|damage=1000 |level=3 |attribute=|guard=High<br />
|startup=18 |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit={{Adv-GBVS|P|+1 }}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=f.L |name=<br />
|damage=400 |level=1 |attribute= |guard=Mid<br />
|startup=6|active=3 |recovery=15 |onBlock={{Adv-GBVSR|P|+1}} |onHit=+5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_fL.png<br />
|hitboxes=GBVSR_Zeta_fL_Hitbox_1.png\GBVSR_Zeta_fL_Hitbox_2.png<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=f.M |name=<br />
|damage=700 |level=2 |attribute= |guard=Mid<br />
|startup=10 |active=4 |recovery=17 |onBlock={{Adv-GBVSR|M|-6}} |onHit=-2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_fM.png<br />
|hitboxes=GBVSR_Zeta_fM_Hitbox.png<br />
}}<br />
===f.H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=f.H |name=<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=9|active=6 |recovery=18 |onBlock={{Adv-GBVSR|M|-7}} |onHit=-3<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_fH.png<br />
|hitboxes=GBVSR_Zeta_fH_Hitbox_1.png\GBVSR_Zeta_fH_Hitbox_2.png<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute= |guard=Low<br />
|startup=6|active=3 |recovery=6 |onBlock={{Adv-GBVSR|M|-2}} |onHit=+2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2L.png<br />
|hitboxes=GBVSR_Zeta_2L_Hitbox.png<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2M |name=<br />
|damage=700 |level=2 |attribute= |guard=Mid<br />
|startup=9|active=6 |recovery=12 |onBlock={{Adv-GBVSR|M|-3}} |onHit=+1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2M.png<br />
|hitboxes=GBVSR_Zeta_2M_Hitbox.png<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2H |name=<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=11|active=5 |recovery=24 |onBlock={{Adv-GBVSR|VM|-12}} |onHit=-8<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2H.png<br />
|caption=They laugh no more<br />
|hitboxes=GBVSR_Zeta_2H_Hitbox_1.png\GBVSR_Zeta_2H_Hitbox_2.png<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2U |name=<br />
|damage=300, 600 |level=2 |attribute= |guard=Low<br />
|startup=7 |active=3(15)3 |recovery=19 |onBlock={{Adv-GBVSR|M|-7}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2U.png<br />
|hitboxes=GBVSR_Zeta_2U_Hitbox_1.png\GBVSR_Zeta_2U_Hitbox_2.png<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=66L |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVSR|P|+2}} |onHit=+6<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_66L.png<br />
|hitboxes=GBVSR_Zeta_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=66M |name=<br />
|damage=- |level=2 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVSR|VM|-8}} |onHit=KD<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_66M.png<br />
|hitboxes=GBVSR_Zeta_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=66H |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVSR|VM|-8}} |onHit=+10<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_66H.png<br />
|hitboxes=GBVSR_Zeta_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.L |name=<br />
|damage=400 |level=1 |attribute= |guard=High/Air<br />
|startup=5|active=Until landing |recovery=0 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jL.png<br />
|hitboxes=GBVSR_Zeta_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.M |name=<br />
|damage=550 |level=1 |attribute= |guard=High/Air<br />
|startup=7|active=6 |recovery=Until landing |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jM.png<br />
|hitboxes=GBVSR_Zeta_jM_Hitbox_1.png\GBVSR_Zeta_jM_Hitbox_2.png\GBVSR_Zeta_jM_Hitbox_3.png<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.H |name=<br />
|damage=800 |level=2 |attribute= |guard=High/Air<br />
|startup=7|active=9 |recovery=Until landing |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jH.png<br />
|hitboxes=GBVSR_Zeta_jH_Hitbox.png<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.U |name=<br />
|damage=500 |level=2 |attribute= |guard=High/Air<br />
|startup=5 |active=Until landing |recovery=X |onBlock=+9 |onHit=+9<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jU.png<br />
|caption=Pogo!<br />
|hitboxes=GBVSR_Zeta_jU_Hitbox_1.png\GBVSR_Zeta_jU_Hitbox_2.png<br />
|notes=Clash Level 1\<br />
}}<br />
<br />
==Unique Mechanics==<br />
===5U===<br />
{{MoveData-GBVSR |character=Zeta |type=unique<br />
|input=5U |name=Signo Drive<br />
|damage=300, 100×N |level=2 |attribute= |guard=Mid<br />
|startup=8 |active=3(7)3×n |recovery=18 |onBlock={{Adv-GBVSR|M|-2}} |onHit=+2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_5U.png<br />
|hitboxes=GBVSR_Zeta_5U_Hitbox_1.png\GBVSR_Zeta_5U_Hitbox_2.png\GBVSR_Zeta_5U_Hitbox_3.png\GBVSR_Zeta_5U_Hitbox_4.png<br />
|notes=Clash Level 2, 1×N\<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=2500 |level=0, 1, 4 |attribute= |guard=Throw<br />
|startup=4 |active=3 |recovery=32 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_Throw.png\GBVS_Zeta_BackThrow.png<br />
|caption=Forward\Back<br />
|hitboxes=GBVSR_Zeta_Throw_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=2500 |level=0, 4 |attribute= |guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until landing +5 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_AirThrow.png<br />
|hitboxes=GBVSR_Zeta_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVSR_Zeta_RagingStrike.png<br />
|hitboxes=GBVSR_Zeta_5MH_Hitbox_1.png\GBVSR_Zeta_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_RagingChain.png<br />
|hitboxes=GBVSR_Zeta_6MH_Hitbox_1.png\<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_BraveCounter.png<br />
|hitboxes=GBVSR_Zeta_BC_Hitbox_1.png\<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
===236L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236L |name=L Infinite Wonders<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236X.png<br />
|caption=Probably not as good as a regular fireball.<br />
|hitboxes=GBVSR_Zeta_236X_Hitbox_1.png\GBVSR_Zeta_236X_Hitbox_2.png<br />
|hitboxCaption=Hitbox viewer is bugged, hits fullscreen<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Easy Input Damage 600\<br />
}}<br />
<br />
===236M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236M |name=M Infinite Wonders<br />
|damage=900 |level=2 |attribute= |guard=All<br />
|startup=28~61 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236X.png<br />
|caption=Probably not as good as a regular fireball.<br />
|hitboxes=GBVSR_Zeta_236X_Hitbox_1.png\GBVSR_Zeta_236X_Hitbox_2.png<br />
|hitboxCaption=Hitbox viewer is bugged, hits fullscreen<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Easy Input Damage 800\<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236H |name=H Infinite Wonders<br />
|damage=200, 700 |level=2 |attribute= |guard=All<br />
|startup=18 |active=12,12 |recovery=23 |onBlock={{Adv-GBVSR|M|-5}}~{{Adv-GBVSR|E|0}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236X.png<br />
|caption=Probably not as good as a regular fireball.<br />
|hitboxes=GBVSR_Zeta_236X_Hitbox_1.png\GBVSR_Zeta_236X_Hitbox_2.png<br />
|hitboxCaption=Hitbox viewer is bugged, hits fullscreen<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Easy Input Damage 150, 650\<br />
}}<br />
<br />
===214L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214L |name=L Rhapsody<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 63 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=3~42 Guard High<br />
|images=GBVS_Zeta_214X.png<br />
|caption=For when you're too good to have a reversal.<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\ Cancellable into followups from frame 14~43<br />
}}<br />
<br />
===214M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214M |name=M Rhapsody<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 63 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=3~42 Guard Low<br />
|images=GBVS_Zeta_214X.png<br />
|caption=For when you're too good to have a reversal.<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\ Cancellable into followups from frame 14~43<br />
}}<br />
<br />
===214H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214H |name=H Rhapsody<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 63 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1~42 Guard All<br />
|images=GBVS_Zeta_214X.png<br />
|caption=For when you're too good to have a reversal.<br />
|hitboxes=<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\ Cancellable into followups from frame 2~43<br />
}}<br />
<br />
===214X > L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214X > L |name=Crimson Cleave<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=15|active=3 |recovery=23 |onBlock={{Adv-GBVSR|M|-9}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_214X-L.png<br />
|hitboxes=GBVSR_Zeta_214X-L_Hitbox.png<br />
}}<br />
<br />
===214X > M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214X > M |name=Rising Split<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=9 |active=6 |recovery=20 |onBlock={{Adv-GBVSR|M|-9}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_214X-M.png<br />
|hitboxes=GBVSR_Zeta_214X-M_Hitbox_1.png\GBVSR_Zeta_214X-M_Hitbox_2.png<br />
}}<br />
<br />
===214X > H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214X > H |name=Knee Assault<br />
|damage=600 |level=2 |attribute= |guard=Mid<br />
|startup=8 |active=4 |recovery=16 |onBlock=-5 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_214X-H.png<br />
|caption=THE KNEE<br />
|hitboxes=GBVSR_Zeta_214X-H_Hitbox.png<br />
}}<br />
<br />
===22L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22L |name=L Spear of Arvess (Rise)<br />
|damage=800 |level=3 |attribute= |guard=Mid<br />
|startup=12 |active=12 |recovery=43 |onBlock=-38 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|caption=Zeta mains playing airdashers while others still stuck with ground footsies.<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox_1.png\GBVSR_Zeta_22X_Hitbox_2.png\GBVSR_Zeta_22X_Hitbox_3.png<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===22M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22M |name=M Spear of Arvess (Rise)<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=12|active=12 |recovery=44 |onBlock=-39 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|caption=Zeta mains playing airdashers while others still stuck with ground footsies.<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox_1.png\GBVSR_Zeta_22X_Hitbox_2.png\GBVSR_Zeta_22X_Hitbox_3.png<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===22H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22H |name=H Spear of Arvess (Rise)<br />
|damage=800 |level=3 |attribute= |guard=Mid<br />
|startup=12 |active=12 |recovery=43 |onBlock=-38 |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|caption=Zeta mains playing airdashers while others still stuck with ground footsies.<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox_1.png\GBVSR_Zeta_22X_Hitbox_2.png\GBVSR_Zeta_22X_Hitbox_3.png<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===j.22L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22L |name=L Spear of Arvess (Fall)<br />
|damage=800 |level=3 |attribute= |guard=All<br />
|startup=18 |active=Until landing +1 |recovery=15 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_j22X.png<br />
|caption=Divekick, throw tech bait, fuzzy overhead confirm, does it all!<br />
|hitboxes=GBVSR_Zeta_j22X_Hitbox.png<br />
|hitboxCaption={{clr|L|j.22L}}/{{clr|H|j.22H}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 1\<br />
}}<br />
===j.22M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22M |name=M Spear of Arvess (Fall)<br />
|damage=800 |level=3 |attribute= |guard=All<br />
|startup=18 |active=Until landing +1 |recovery=15 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_j22X.png<br />
|caption=Divekick, throw tech bait, fuzzy overhead confirm, does it all!<br />
|hitboxes=GBVSR_Zeta_j22X_Hitbox.png<br />
|hitboxCaption={{clr|M|j.22M}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 1\<br />
}}<br />
<br />
===j.22H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22H |name=H Spear of Arvess (Fall)<br />
|damage=800 |level=3 |attribute= |guard=All<br />
|startup=18 |active=Until landing +1 |recovery=15 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_j22X.png<br />
|caption=Divekick, throw tech bait, fuzzy overhead confirm, does it all!<br />
|hitboxes=GBVSR_Zeta_j22X_Hitbox.png<br />
|hitboxCaption={{clr|L|j.22L}}/{{clr|H|j.22H}}<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===22X~6X/4X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22X~6X/4X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=Until landing +22 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X_FollowUp.png<br />
|hitboxes=<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===22X~9X/8X/7X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22X~9X/8X/7X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=Until landing +16 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X_FollowUp.png<br />
|hitboxes=<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===22X~1X/2X/3X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22X~1X/2X/3X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=Until landing +1 |recovery=21 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X_FollowUp.png<br />
|hitboxes=<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===623L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623L |name=L Spear of Arvess<br />
|damage=600 |level=3 |attribute= |guard=Mid<br />
|startup=16 |active=7 |recovery=19 |onBlock={{Adv-GBVSR|M|-9}}~{{Adv-GBVSR|M|-3}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|caption=Get in, get out, go anywhere<br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|hitboxCaption={{clr|L|66L}}/{{clr|M|66M}}\{{clr|H|66H}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===623M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623M |name=M Spear of Arvess<br />
|damage=800 |level=3 |attribute= |guard=Mid<br />
|startup=19|active=12 |recovery=19 |onBlock={{Adv-GBVSR|VM|-14}}~{{Adv-GBVSR|M|-3}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|caption=Get in, get out, go anywhere<br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|hitboxCaption={{clr|L|66L}}/{{clr|M|66M}}\{{clr|H|66H}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===623H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623H |name=H Spear of Arvess<br />
|damage=600 |level=3 |attribute= |guard=Mid<br />
|startup=15 |active=12 |recovery=19 |onBlock={{Adv-GBVSR|VM|-14}}~{{Adv-GBVSR|M|-3}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|caption=Get in, get out, go anywhere<br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|hitboxCaption={{clr|L|66L}}/{{clr|M|66M}}\{{clr|H|66H}}<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===623X~4X/6X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623X~4X/6X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=19 |onBlock={{Adv-GBVSR|VM|-14}}~{{Adv-GBVSR|M|-3}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=Get in, get out, go anywhere<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===623X~8X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623X~8X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=43 |onBlock=-38 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox.png\<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===623X~7X/9X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623X~7X/9X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=44 |onBlock=-39 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox.png\<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
==Ultimate Skills==<br />
===236U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236U |name=Ultimate Infinite Wonders<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_236U.png<br />
|hitboxes=GBVSR_Zeta_236U_Hitbox.png<br />
}}<br />
<br />
===623U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623U |name=Ultimate Spear of Arvess<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|caption=The ultimate whiff punish<br />
|images=GBVSR_Zeta_623U.png<br />
|hitboxes=GBVSR_Zeta_623U_Hitbox.png<br />
}}<br />
<br />
===22U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22U |name=Ultimate Spear of Arvess (Rise)<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_22U.png<br />
|hitboxes=GBVSR_Zeta_22U_Hitbox.png<br />
}}<br />
<br />
===j.22U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22U |name=Ultimate Aerial Spear of Arvess<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_j22U.png<br />
|hitboxes=GBVSR_Zeta_j22U_Hitbox.png<br />
|notes=Clash level 4<br />
}}<br />
<br />
===214U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214U |name=Ultimate Rhapsody<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_214U.png<br />
|hitboxes=GBVSR_Zeta_214U_Hitbox.png<br />
}}<br />
<br />
==Skybound Arts==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Zeta |type=super<br />
|input=236236H |name=Resolute Strike<br />
|damage=500×6, 1500 [500×7] |level=4 |attribute= |guard=Mid<br />
|startup=8+6 |active= |recovery= |onBlock={{Adv-GBVSR|VM|-21}} |onHit=HKD +43<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236236H_Start.png\GBVS_Zeta_236236H.png<br />
|caption=&nbsp;\{{clr|H|236236H}}<br />
|hitboxes=GBVSR_Zeta_236236H_Hitbox_1.png\GBVSR_Zeta_236236H_Hitbox_2.png<br />
|notes=Total base damage: 4500 <!--(Reverify) Clash Level 25 (Technical) 20 (Easy)\--><br />
}}<br />
<br />
===j.236236H===<br />
{{MoveData-GBVSR |character=Zeta |type=super<br />
|input=j.236236H |name=Resolute Strike<br />
|damage=500×6, 1000 |level=4 |attribute= |guard=All<br />
|startup=8+4 |active=Until landing +1 |recovery=35 |onBlock= |onHit=HKD +43~47<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236236H_Start.png\GBVS_Zeta_j236236H.png<br />
|caption=&nbsp;\{{clr|H|j.236236H}}<br />
|hitboxes=GBVSR_Zeta_j236236H_Hitbox_1.png\GBVSR_Zeta_j236236H_Hitbox_2.png<br />
|notes=Total base damage: 4000 <!--(Reverify) Clash Level 25 (Technical) 20 (Easy)\--><br />
}}<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Zeta |type=super<br />
|input=236236U |name=Sirius Roar<br />
|damage=3000, 120×15, 1200 [1000×4] |level=4 |attribute= |guard=Mid<br />
|startup=8+6 |active=6(6)2×3 |recovery=61 |onBlock={{Adv-GBVSR|VM|-41}} |onHit=HKD +50<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236236U.png\GBVS_Zeta_236236U_Finish.png<br />
|hitboxes=GBVSR_Zeta_236236U_Hitbox_1.png\GBVSR_Zeta_236236U_Hitbox_2.png\GBVSR_Zeta_236236U_Hitbox_3.png<br />
|notes=Total base damage: 6000 <!--(Reverify) Clash Level 35 (Technical) 30 (Easy)\--><br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta/Data&diff=435820GBVSR/Zeta/Data2024-01-03T02:19:53Z<p>JC: Removed references to other fighting games. Zeta's dash is not original, several other characters in fighting games</p>
<hr />
<div>{{MFlag}}<br />
==Links==<br />
<section begin=Links/>{{GBVSR/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GBVSR-character<br />
|name =Zeta<br />
|health =16,000<br />
|prejump =4f<br />
|backdash =18f<br />
|portrait =GBVSR_Zeta_Portrait.png<br />
|icon =GBVSR_Zeta_Icon.png<br />
|umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===c.L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.L |name=<br />
|damage=400 |level=0 |attribute= |guard=Mid<br />
|startup=5|active=3 |recovery=5 |onBlock={{Adv-GBVSR|P|+4}} |onHit=+8<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cL.png<br />
|hitboxes=GBVSR_Zeta_cL_Hitbox.png<br />
}}<br />
<br />
===c.M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.M |name=<br />
|damage=700 |level=2 |attribute= |guard=Mid<br />
|startup=6|active=3 |recovery=15 |onBlock={{Adv-GBVSR|M|-3}} |onHit=+1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cM.png<br />
|hitboxes=GBVSR_Zeta_cM_Hitbox.png<br />
}}<br />
<br />
===c.H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.H |name=<br />
|damage=1200 |level=4 |attribute= |guard=Mid<br />
|startup=9 |active=6 |recovery=17 |onBlock={{Adv-GBVSR|M|-4}} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cH.png<br />
|hitboxes=GBVSR_Zeta_cH_Hitbox_1.png\GBVSR_Zeta_cH_Hitbox_2.png<br />
}}<br />
<br />
===c.XX===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XX |name=<br />
|damage=350 |level=2 |attribute= |guard=Mid<br />
|startup=9 |active=3 |recovery=15 |onBlock={{Adv-GBVSR|M|-3}} |onHit=+1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cXX.png<br />
|hitboxes=GBVSR_Zeta_cXX_Hitbox.png<br />
}}<br />
===c.XXX===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XXX |name=<br />
|damage=350 |level=3 |attribute= |guard=Mid<br />
|startup=12 |active=3 |recovery=18 |onBlock={{Adv-GBVSR|M|-4}} |onHit=0<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_cXXX.png<br />
|hitboxes=GBVSR_Zeta_cXXX_Hitbox.png<br />
}}<br />
<br />
===c.XX6M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XX6M |name=<br />
|damage=1000 |level=3 |attribute=|guard=Low<br />
|startup=12 |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit={{Adv-GBVSR|P|+30}}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_cXX6M.png<br />
|hitboxes=<br />
}}<br />
<br />
===c.XX6H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=c.XX6H |name=<br />
|damage=1000 |level=3 |attribute=|guard=High<br />
|startup=18 |active=- |recovery=- |onBlock={{Adv-GBVS|M|-4 }} |onHit={{Adv-GBVS|P|+1 }}<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_cXX6H.png<br />
|hitboxes=<br />
}}<br />
<br />
===f.L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=f.L |name=<br />
|damage=400 |level=1 |attribute= |guard=Mid<br />
|startup=6|active=3 |recovery=15 |onBlock={{Adv-GBVSR|P|+1}} |onHit=+5<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_fL.png<br />
|caption=Good ol' Ryu st.Hk<br />
|hitboxes=GBVSR_Zeta_fL_Hitbox_1.png\GBVSR_Zeta_fL_Hitbox_2.png<br />
}}<br />
<br />
===f.M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=f.M |name=<br />
|damage=700 |level=2 |attribute= |guard=Mid<br />
|startup=10 |active=4 |recovery=17 |onBlock={{Adv-GBVSR|M|-6}} |onHit=-2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_fM.png<br />
|hitboxes=GBVSR_Zeta_fM_Hitbox.png<br />
}}<br />
===f.H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=f.H |name=<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=9|active=6 |recovery=18 |onBlock={{Adv-GBVSR|M|-7}} |onHit=-3<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_fH.png<br />
|hitboxes=GBVSR_Zeta_fH_Hitbox_1.png\GBVSR_Zeta_fH_Hitbox_2.png<br />
}}<br />
<br />
===2L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2L |name=<br />
|damage=400 |level=0 |attribute= |guard=Low<br />
|startup=6|active=3 |recovery=6 |onBlock={{Adv-GBVSR|M|-2}} |onHit=+2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2L.png<br />
|hitboxes=GBVSR_Zeta_2L_Hitbox.png<br />
}}<br />
<br />
===2M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2M |name=<br />
|damage=700 |level=2 |attribute= |guard=Mid<br />
|startup=9|active=6 |recovery=12 |onBlock={{Adv-GBVSR|M|-3}} |onHit=+1<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2M.png<br />
|hitboxes=GBVSR_Zeta_2M_Hitbox.png<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2H |name=<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=11|active=5 |recovery=24 |onBlock={{Adv-GBVSR|VM|-12}} |onHit=-8<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2H.png<br />
|caption=They laugh no more<br />
|hitboxes=GBVSR_Zeta_2H_Hitbox_1.png\GBVSR_Zeta_2H_Hitbox_2.png<br />
}}<br />
<br />
===2U===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=2U |name=<br />
|damage=300, 600 |level=2 |attribute= |guard=Low<br />
|startup=7 |active=3(15)3 |recovery=19 |onBlock={{Adv-GBVSR|M|-7}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_2U.png<br />
|hitboxes=GBVSR_Zeta_2U_Hitbox_1.png\GBVSR_Zeta_2U_Hitbox_2.png<br />
}}<br />
<br />
===66L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=66L |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVSR|P|+2}} |onHit=+6<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_66L.png<br />
|hitboxes=GBVSR_Zeta_66L_Hitbox.png<br />
}}<br />
<br />
===66M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=66M |name=<br />
|damage=- |level=2 |attribute=|guard=Low<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVSR|VM|-8}} |onHit=KD<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_66M.png<br />
|hitboxes=GBVSR_Zeta_66M_Hitbox.png<br />
}}<br />
<br />
===66H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=66H |name=<br />
|damage=- |level=2 |attribute=|guard=Mid<br />
|startup=- |active=- |recovery=- |onBlock={{Adv-GBVSR|VM|-8}} |onHit=+10<br />
|blockstun=- |groundHit=- |airHit=- |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_66H.png<br />
|hitboxes=GBVSR_Zeta_66H_Hitbox.png<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.L |name=<br />
|damage=400 |level=1 |attribute= |guard=High/Air<br />
|startup=5|active=Until landing |recovery=0 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jL.png<br />
|hitboxes=GBVSR_Zeta_jL_Hitbox.png<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.M |name=<br />
|damage=550 |level=1 |attribute= |guard=High/Air<br />
|startup=7|active=6 |recovery=Until landing |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jM.png<br />
|hitboxes=GBVSR_Zeta_jM_Hitbox_1.png\GBVSR_Zeta_jM_Hitbox_2.png\GBVSR_Zeta_jM_Hitbox_3.png<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.H |name=<br />
|damage=800 |level=2 |attribute= |guard=High/Air<br />
|startup=7|active=9 |recovery=Until landing |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jH.png<br />
|hitboxes=GBVSR_Zeta_jH_Hitbox.png<br />
}}<br />
<br />
===j.U===<br />
{{MoveData-GBVSR |character=Zeta |type=normal<br />
|input=j.U |name=<br />
|damage=500 |level=2 |attribute= |guard=High/Air<br />
|startup=5 |active=Until landing |recovery=X |onBlock=+9 |onHit=+9<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_jU.png<br />
|caption=Pogo!<br />
|hitboxes=GBVSR_Zeta_jU_Hitbox_1.png\GBVSR_Zeta_jU_Hitbox_2.png<br />
|notes=Clash Level 1\<br />
}}<br />
<br />
==Unique Mechanics==<br />
===5U===<br />
{{MoveData-GBVSR |character=Zeta |type=unique<br />
|input=5U |name=Signo Drive<br />
|damage=300, 100×N |level=2 |attribute= |guard=Mid<br />
|startup=8 |active=3(7)3×n |recovery=18 |onBlock={{Adv-GBVSR|M|-2}} |onHit=+2<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_5U.png<br />
|hitboxes=GBVSR_Zeta_5U_Hitbox_1.png\GBVSR_Zeta_5U_Hitbox_2.png\GBVSR_Zeta_5U_Hitbox_3.png\GBVSR_Zeta_5U_Hitbox_4.png<br />
|notes=Clash Level 2, 1×N\<br />
}}<br />
<br />
==Universal Mechanics==<br />
===LU===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=LU |name=Ground Throw<br />
|damage=2500 |level=0, 1, 4 |attribute= |guard=Throw<br />
|startup=4 |active=3 |recovery=32 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_Throw.png\GBVS_Zeta_BackThrow.png<br />
|caption=Forward\Back<br />
|hitboxes=GBVSR_Zeta_Throw_Hitbox.png<br />
}}<br />
<br />
===j.LU===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=j.LU |name=Air Throw<br />
|damage=2500 |level=0, 4 |attribute= |guard=Airthrow<br />
|startup=5 |active=5 |recovery=Until landing +5 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_AirThrow.png<br />
|hitboxes=GBVSR_Zeta_AirThrow_Hitbox.png<br />
}}<br />
<br />
===MH===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=MH |name=Raging Strike<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=4-36 Throw<br/> 23-36 Low <br/> 22-35 Airborne<br />
|images=GBVSR_Zeta_RagingStrike.png<br />
|hitboxes=GBVSR_Zeta_5MH_Hitbox_1.png\GBVSR_Zeta_5MH_Hitbox_2.png<br />
|hitboxCaption= <br />
}}<br />
<br />
===6MH===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=6MH |name=Raging Chain<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_RagingChain.png<br />
|hitboxes=GBVSR_Zeta_6MH_Hitbox_1.png\<br />
|hitboxCaption= <br />
}}<br />
<br />
===Brave Counter===<br />
{{MoveData-GBVSR |character=Zeta |type=other<br />
|input=BC |name=Brave Counter<br />
|damage=1000 |level=4 |attribute=|guard=Mid<br />
|startup=26 |active=6 |recovery=17 |onBlock={{Adv-GBVS|M|-4 }} |onHit=+1<br />
|blockstun=|groundHit=|airHit=|hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_BraveCounter.png<br />
|hitboxes=GBVSR_Zeta_BC_Hitbox_1.png\<br />
|hitboxCaption= <br />
}}<br />
<br />
==Skills==<br />
===236L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236L |name=L Infinite Wonders<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236X.png<br />
|caption=Probably not as good as a regular fireball.<br />
|hitboxes=GBVSR_Zeta_236X_Hitbox_1.png\GBVSR_Zeta_236X_Hitbox_2.png<br />
|hitboxCaption=Hitbox viewer is bugged, hits fullscreen<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Easy Input Damage 600\<br />
}}<br />
<br />
===236M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236M |name=M Infinite Wonders<br />
|damage=900 |level=2 |attribute= |guard=All<br />
|startup=28~61 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236X.png<br />
|caption=Probably not as good as a regular fireball.<br />
|hitboxes=GBVSR_Zeta_236X_Hitbox_1.png\GBVSR_Zeta_236X_Hitbox_2.png<br />
|hitboxCaption=Hitbox viewer is bugged, hits fullscreen<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Easy Input Damage 800\<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236H |name=H Infinite Wonders<br />
|damage=200, 700 |level=2 |attribute= |guard=All<br />
|startup=18 |active=12,12 |recovery=23 |onBlock={{Adv-GBVSR|M|-5}}~{{Adv-GBVSR|E|0}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236X.png<br />
|caption=Probably not as good as a regular fireball.<br />
|hitboxes=GBVSR_Zeta_236X_Hitbox_1.png\GBVSR_Zeta_236X_Hitbox_2.png<br />
|hitboxCaption=Hitbox viewer is bugged, hits fullscreen<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Easy Input Damage 150, 650\<br />
}}<br />
<br />
===214L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214L |name=L Rhapsody<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 63 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=3~42 Guard High<br />
|images=GBVS_Zeta_214X.png<br />
|caption=For when you're too good to have a reversal.<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\ Cancellable into followups from frame 14~43<br />
}}<br />
<br />
===214M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214M |name=M Rhapsody<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 63 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=3~42 Guard Low<br />
|images=GBVS_Zeta_214X.png<br />
|caption=For when you're too good to have a reversal.<br />
|hitboxes=<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\ Cancellable into followups from frame 14~43<br />
}}<br />
<br />
===214H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214H |name=H Rhapsody<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total 63 |onBlock= |onHit=<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=1~42 Guard All<br />
|images=GBVS_Zeta_214X.png<br />
|caption=For when you're too good to have a reversal.<br />
|hitboxes=<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\ Cancellable into followups from frame 2~43<br />
}}<br />
<br />
===214X > L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214X > L |name=Crimson Cleave<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=15|active=3 |recovery=23 |onBlock={{Adv-GBVSR|M|-9}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_214X-L.png<br />
|hitboxes=GBVSR_Zeta_214X-L_Hitbox.png<br />
}}<br />
<br />
===214X > M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214X > M |name=Rising Split<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=9 |active=6 |recovery=20 |onBlock={{Adv-GBVSR|M|-9}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_214X-M.png<br />
|hitboxes=GBVSR_Zeta_214X-M_Hitbox_1.png\GBVSR_Zeta_214X-M_Hitbox_2.png<br />
}}<br />
<br />
===214X > H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214X > H |name=Knee Assault<br />
|damage=600 |level=2 |attribute= |guard=Mid<br />
|startup=8 |active=4 |recovery=16 |onBlock=-5 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_214X-H.png<br />
|caption=THE KNEE<br />
|hitboxes=GBVSR_Zeta_214X-H_Hitbox.png<br />
}}<br />
<br />
===22L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22L |name=L Spear of Arvess (Rise)<br />
|damage=800 |level=3 |attribute= |guard=Mid<br />
|startup=12 |active=12 |recovery=43 |onBlock=-38 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|caption=Zeta mains playing airdashers while others still stuck with ground footsies.<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox_1.png\GBVSR_Zeta_22X_Hitbox_2.png\GBVSR_Zeta_22X_Hitbox_3.png<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===22M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22M |name=M Spear of Arvess (Rise)<br />
|damage=1000 |level=3 |attribute= |guard=Mid<br />
|startup=12|active=12 |recovery=44 |onBlock=-39 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|caption=Zeta mains playing airdashers while others still stuck with ground footsies.<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox_1.png\GBVSR_Zeta_22X_Hitbox_2.png\GBVSR_Zeta_22X_Hitbox_3.png<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===22H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22H |name=H Spear of Arvess (Rise)<br />
|damage=800 |level=3 |attribute= |guard=Mid<br />
|startup=12 |active=12 |recovery=43 |onBlock=-38 |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|caption=Zeta mains playing airdashers while others still stuck with ground footsies.<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox_1.png\GBVSR_Zeta_22X_Hitbox_2.png\GBVSR_Zeta_22X_Hitbox_3.png<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===j.22L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22L |name=L Spear of Arvess (Fall)<br />
|damage=800 |level=3 |attribute= |guard=All<br />
|startup=18 |active=Until landing +1 |recovery=15 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_j22X.png<br />
|caption=Divekick, throw tech bait, fuzzy overhead confirm, does it all!<br />
|hitboxes=GBVSR_Zeta_j22X_Hitbox.png<br />
|hitboxCaption={{clr|L|j.22L}}/{{clr|H|j.22H}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 1\<br />
}}<br />
===j.22M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22M |name=M Spear of Arvess (Fall)<br />
|damage=800 |level=3 |attribute= |guard=All<br />
|startup=18 |active=Until landing +1 |recovery=15 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_j22X.png<br />
|caption=Divekick, throw tech bait, fuzzy overhead confirm, does it all!<br />
|hitboxes=GBVSR_Zeta_j22X_Hitbox.png<br />
|hitboxCaption={{clr|M|j.22M}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 1\<br />
}}<br />
<br />
===j.22H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22H |name=H Spear of Arvess (Fall)<br />
|damage=800 |level=3 |attribute= |guard=All<br />
|startup=18 |active=Until landing +1 |recovery=15 |onBlock= |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_j22X.png<br />
|caption=Divekick, throw tech bait, fuzzy overhead confirm, does it all!<br />
|hitboxes=GBVSR_Zeta_j22X_Hitbox.png<br />
|hitboxCaption={{clr|L|j.22L}}/{{clr|H|j.22H}}<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===22X~6X/4X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22X~6X/4X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=Until landing +22 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X_FollowUp.png<br />
|hitboxes=<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===22X~9X/8X/7X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22X~9X/8X/7X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=Until landing +16 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X_FollowUp.png<br />
|hitboxes=<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===22X~1X/2X/3X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22X~1X/2X/3X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=Until landing +1 |recovery=21 |onBlock= |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X_FollowUp.png<br />
|hitboxes=<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===623L===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623L |name=L Spear of Arvess<br />
|damage=600 |level=3 |attribute= |guard=Mid<br />
|startup=16 |active=7 |recovery=19 |onBlock={{Adv-GBVSR|M|-9}}~{{Adv-GBVSR|M|-3}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|caption=Get in, get out, go anywhere<br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|hitboxCaption={{clr|L|66L}}/{{clr|M|66M}}\{{clr|H|66H}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===623M===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623M |name=M Spear of Arvess<br />
|damage=800 |level=3 |attribute= |guard=Mid<br />
|startup=19|active=12 |recovery=19 |onBlock={{Adv-GBVSR|VM|-14}}~{{Adv-GBVSR|M|-3}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|caption=Get in, get out, go anywhere<br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|hitboxCaption={{clr|L|66L}}/{{clr|M|66M}}\{{clr|H|66H}}<br />
|notes=Cooldown: 20F (Technical) 200F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===623H===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623H |name=H Spear of Arvess<br />
|damage=600 |level=3 |attribute= |guard=Mid<br />
|startup=15 |active=12 |recovery=19 |onBlock={{Adv-GBVSR|VM|-14}}~{{Adv-GBVSR|M|-3}} |onHit=HKD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|caption=Get in, get out, go anywhere<br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|hitboxCaption={{clr|L|66L}}/{{clr|M|66M}}\{{clr|H|66H}}<br />
|notes=Cooldown: 480F (Technical) 600F (Easy)\Clash Level 2\<br />
}}<br />
<br />
===623X~4X/6X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623X~4X/6X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=19 |onBlock={{Adv-GBVSR|VM|-14}}~{{Adv-GBVSR|M|-3}} |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=Get in, get out, go anywhere<br />
|images=GBVS_Zeta_66X.png<!--GBVSR_Zeta_623X.png/!--><br />
|hitboxes=GBVSR_Zeta_623X_Hitbox_1.png\GBVSR_Zeta_623X_Hitbox_2.png<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===623X~8X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623X~8X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=43 |onBlock=-38 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox.png\<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
===623X~7X/9X===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623X~7X/9X |name=Spear of Arvess (Followup)<br />
|damage=500 [700] |level=3 |attribute= |guard=All<br />
|startup=16 |active=12 |recovery=44 |onBlock=-39 |onHit=KD<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_22X.png<br />
|hitboxes=GBVSR_Zeta_22X_Hitbox.png\<br />
|notes=Clash Level for L/M versions is 1, H version is 2\<br />
}}<br />
<br />
==Ultimate Skills==<br />
===236U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=236U |name=Ultimate Infinite Wonders<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_236U.png<br />
|hitboxes=GBVSR_Zeta_236U_Hitbox.png<br />
}}<br />
<br />
===623U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=623U |name=Ultimate Spear of Arvess<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|caption=The ultimate whiff punish<br />
|images=GBVSR_Zeta_623U.png<br />
|hitboxes=GBVSR_Zeta_623U_Hitbox.png<br />
}}<br />
<br />
===22U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=22U |name=Ultimate Spear of Arvess (Rise)<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_22U.png<br />
|hitboxes=GBVSR_Zeta_22U_Hitbox.png<br />
}}<br />
<br />
===j.22U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=j.22U |name=Ultimate Aerial Spear of Arvess<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_j22U.png<br />
|hitboxes=GBVSR_Zeta_j22U_Hitbox.png<br />
|notes=Clash level 4<br />
}}<br />
<br />
===214U===<br />
{{MoveData-GBVSR |character=Zeta |type=special<br />
|input=214U |name=Ultimate Rhapsody<br />
|damage=700 |level=2 |attribute= |guard=All<br />
|startup=20 |active=12 |recovery=22 |onBlock={{Adv-GBVSR|M|-7}}~{{Adv-GBVSR|E|0}} |onHit=-3~7<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVSR_Zeta_214U.png<br />
|hitboxes=GBVSR_Zeta_214U_Hitbox.png<br />
}}<br />
<br />
==Skybound Arts==<br />
===236236H===<br />
{{MoveData-GBVSR |character=Zeta |type=super<br />
|input=236236H |name=Resolute Strike<br />
|damage=500×6, 1500 [500×7] |level=4 |attribute= |guard=Mid<br />
|startup=8+6 |active= |recovery= |onBlock={{Adv-GBVSR|VM|-21}} |onHit=HKD +43<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236236H_Start.png\GBVS_Zeta_236236H.png<br />
|caption=&nbsp;\{{clr|H|236236H}}<br />
|hitboxes=GBVSR_Zeta_236236H_Hitbox_1.png\GBVSR_Zeta_236236H_Hitbox_2.png<br />
|notes=Total base damage: 4500 <!--(Reverify) Clash Level 25 (Technical) 20 (Easy)\--><br />
}}<br />
<br />
===j.236236H===<br />
{{MoveData-GBVSR |character=Zeta |type=super<br />
|input=j.236236H |name=Resolute Strike<br />
|damage=500×6, 1000 |level=4 |attribute= |guard=All<br />
|startup=8+4 |active=Until landing +1 |recovery=35 |onBlock= |onHit=HKD +43~47<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236236H_Start.png\GBVS_Zeta_j236236H.png<br />
|caption=&nbsp;\{{clr|H|j.236236H}}<br />
|hitboxes=GBVSR_Zeta_j236236H_Hitbox_1.png\GBVSR_Zeta_j236236H_Hitbox_2.png<br />
|notes=Total base damage: 4000 <!--(Reverify) Clash Level 25 (Technical) 20 (Easy)\--><br />
}}<br />
<br />
===236236U===<br />
{{MoveData-GBVSR |character=Zeta |type=super<br />
|input=236236U |name=Sirius Roar<br />
|damage=3000, 120×15, 1200 [1000×4] |level=4 |attribute= |guard=Mid<br />
|startup=8+6 |active=6(6)2×3 |recovery=61 |onBlock={{Adv-GBVSR|VM|-41}} |onHit=HKD +50<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invuln=<br />
|images=GBVS_Zeta_236236U.png\GBVS_Zeta_236236U_Finish.png<br />
|hitboxes=GBVSR_Zeta_236236U_Hitbox_1.png\GBVSR_Zeta_236236U_Hitbox_2.png\GBVSR_Zeta_236236U_Hitbox_3.png<br />
|notes=Total base damage: 6000 <!--(Reverify) Clash Level 35 (Technical) 30 (Easy)\--><br />
}}<br />
<br />
==Category==<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Gran&diff=435493GBVSR/Gran2024-01-02T05:53:08Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Gran is a versatile {{Tt|Shoto|2=Short for "shotokan"{{Hrule}}A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move.}} character. Gran has a solid arsenal of moves which are fundamental to the fighting game genre. His reliable {{Tt|fireball|A projectile which usually travels slowly across the screen in a horizontal path above the ground.}}, {{keyword|DP}}s, and fast approaching moves combined with normals with few obvious flaws make Gran a very well rounded character who can play footsies well.<br />
<br />
Perhaps Gran's most appealing aspect is the satisfaction of landing an attack in corner, as it nets significant reward for him. Meanwhile, his greatest shortcoming is also his greatest asset: his simplicity. His approach can often be predictable and he can struggle going into matchups that can keep him out of range.<br />
<br />
Should you desire a straightforward-but-rewarding character wrapped in an anime protagonist package, Gran is the man.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character with an emphasis on close-range pressure.<br />
|pros=<br />
* '''Simple and Strong:''' Gran has all the tools he needs to win and is incredibly well-rounded. He has the classic shoto combo of fireball and DP, on top of generally solid buttons and specials that have few downsides.<br />
* '''Corner Controller:''' {{clr|1|66L}}, his plus on block {{clr|2|2M}}, and his incredible reward on hit allow him to set up a strong strike/throw game in the corner. He has strong corner carry routes to bring opponents there as well. <br />
* '''Anti-Airs:''' Between {{MMC|input=2H|label={{clr|H|2H}}}}, {{MMC|input=623H|label={{clr|H|623H}}}}, and {{MMC|input=f.H|label={{clr|H|f.H}}}}, Gran can intercept jumping opponents quite easily at any range.<br />
* '''Damage:''' High damage off most hits and crushing damage in the corner further accentuates his strengths. Counterhits and anti-airs are especially brutal, typically breaking 5K for one cooldown near the corner.<br />
|cons=<br />
* '''Short Reach:''' The shortcomings of his quick normals are their relatively short reach compared to the rest of the cast.<br />
* '''Cooldown Cycling:''' Gran does not have reliable ways to cycle his cooldowns during combos without situational starters (antiairs, far wall bounces) often leading to low damage on the second hit.<br />
* '''Bad Supers:''' {{MMC|input=236236H|label=Tempest Blade}} is incredibly slow, often not comboing from his far normals, and poor for punishing fireballs due to its very short invulnerability frames. {{MMC|input=236236U|label=Catastrophe}} is similarly very slow, and often will not punish an enemy fireball even if it clashes from further out.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Gran's fastest button, ideal for starting pressure or stealing turns during the opponent's offense. High frame advantage on block allows for powerful frame traps and tick throws. It can link into nearly any of Gran's other normals on regular hit for a hit confirm, including other plus on block attacks like his other lights and {{clr|M|2M}}. Thus, the punishment for failed confirms is low. When used as a meaty, it's low recovery can potentially let Gran block slow reversals.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|f.H}}<br />
* Crouching Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Primarily combo filler but can be used as a frametrap against characters with 6 frame start-up {{clr|1|c.L}}'s. Due to the higher attack level, {{clr|M|c.M}} will beat the jab cleanly and score a counter hit.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}<br />
* Counter Hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|U|2U}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Gran's highest damage normal, the best choice for starting punishes or continuing combos when applicable. Massive hit stun on a grounded counter hit, allowing it to link into any normal other than {{clr|H|66H}}. The high reward can make this a tempting frame trap option from {{clr|L|c.L}} but if the opponent doesn't take the bait Gran will be forced to use {{clr|H|H Reginleiv}} to stay plus on block.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter Hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|L|66L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|M|66M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|H|2H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
<br />
Knee strike that moves Gran forward. Has poor scaling and high combo limit build, meaning reckless use of this move can result in shorter, lower damage combos. Safe on block and can frame trap into all versions of Reginleiv and Overdrive Surge (except their {{clr|U|Ultimate}} versions) if the special cancel is delayed as much as possible. {{clr|H|H Reginleiv}} is Gran's strongest option as it's plus on block and combos into {{clr|M|f.M}} mid-screen or {{clr|M|c.M}} in the corner.<br />
<br />
----<br />
'''c.XXX'''<br />
<br />
Advancing sword slash with similar properties and uses as c.XX. If c.XX was used, then it is almost always canceled into this move unless the combo limit is about to trigger or if the opponent is too high up in the air during a juggle as this attack may whiff.<br />
<br />
* Launches the opponent away on air hit.<br />
<br />
----<br />
'''c.XX6M'''<br />
<br />
Sweeping sword swing that can be used as a low mix-up. Rarely used in combos as it cannot be special canceled, will always whiff in juggles, and leads into less damage, meter gain, and corner carry than following up c.XXX with a special move. Decent combo ender if both Rising Sword and Overdrive Surge are on cooldown.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
----<br />
'''c.XX6H'''<br />
<br />
Leaping sword slam that can be used as a high mix-up. Suffers from the same issues in combos as c.XX6M only now it is used exclusively in juggles. Gran's only standing high but it's never worth using due to it's high start-up and low reward.<br />
<br />
* Grants hard knockdown on counter hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fast close range poke that is plus on block. Used in much the same way as {{clr|L|c.L}}, to enact stagger pressure and interrupt the opponent's offense. Can cancel into most of Gran's special moves to round out a punish, but the cancel window is fairly tight so hit confirms are difficult.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|f.L}}, {{clr|L|2L}}<br />
* Counter Hit: {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Gran's fastest and farthest reaching poke. Can frame-trap the opponent with {{clr|L|L Overdrive Surge}} or {{clr|H|H Reginleiv}} if the special cancel is delayed. Also commonly used as mid-screen combo filler, such as after {{clr|H|H Reginleiv}} or fully charged {{clr|U|5U}}. Combos into {{clr|H|Tempest Blade}} even at max range though the cancel window is extremely tight and may fail entirely depending on combo scaling.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Has more start-up and recovery as well as less range than {{clr|M|f.M}}, but does more damage, deals more hit stun, and pulls his hurtbox back during its recovery. Thus, it's great for counter poking. Rarely used in combos as {{clr|M|f.M}}'s faster start-up and {{clr|H|c.H}}'s range make either impossible to combo with or sub-optimal respectively.<br />
<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Quick low that shrinks Gran's hurtbox. Strong pressure tool as it can cancel into and from his other light normals, is plus on block, and hits low. Use it to set-up a tick throw on block, then go for frame traps into {{clr|L|c.L}} once the opponent tries to avoid the throw. Can also catch opponents who were expecting an overhead after an empty jump.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Crouching slash that is +1 on block. Mid-range stagger pressure tool with a higher reward and a larger window to hit confirm off of than {{clr|L|f.L}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}<br />
* Crouching: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Counter Hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description= <br />
Gran's dedicated anti-air. Its hitbox is huge, reaching high enough to catch opponents just as they start to descend from a normal jump. Its also wide enough to shut-down just about any cross-up. Canceling a successful anti-air into {{clr|M|M Overdrive Surge}} can net a combo into {{clr|M|f.M}}, even mid-screen without a counter hit. The massive untech time on counter hit always for several follow-ups, notably intentionally whiffing {{clr|L|L Overdrive Surge}} allows for a link into {{clr|H|c.H}}. While the slow start-up makes it difficult to use mid-combo, corner juggles into {{clr|H|H Reginleiv}} can combo into it where it can then be canceled into {{clr|U|5U}} for a link into {{clr|H|c.H}}.<br />
<br />
* Launches airborne opponents on hit.<br />
<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Sword sweep that low profiles most projectiles and some pokes. Has much longer range and damage potential than {{clr|L|2L}} but must be special canceled to stay safe on block. Grants an auto-timed safe jump on a grounded hit, simply hold up to jump on the first possible frame and use {{clr|H|j.H}} right before landing. Note that on a counter hit, a super jump must be used instead for the same effect.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Gran lunges forward with his sword sideways. Gap closing pressure reset tool, often used once Gran has been push too far away to continue pressure with light normals or {{clr|M|2M}}. Much like his other plus on block normals, this attack can either frame trap into additional plus frames or go into a throw to punish passivity.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|U|2U}},<br />
* Counter Hit: {{clr|H|c.H}}<br />
* Crouching Counter Hit: {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Gran dashes forward with a downward spinning slash. Worse than {{clr|U|2U}} in nearly every single way. Has less range, slower start-up, and longer recovery. Cannot be special canceled for frame traps and safety on block. Cannot start or continue a combo. Can only score a hard knockdown on counter hit. Don't ever use this.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Running spin attack that links into almost all of Gran's attacks on hit. Slow start-up, inability to special cancel, and high disadvantage on block restricts its use to punishes. Can be used as a combo extender in some juggles, notably after a counter hit anti-air 2H or a late wall bounce from {{clr|H|H Overdrive Surge}}.<br />
<br />
* Crumples the opponent on hit.<br />
* Launches the opponent away on air hit.<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|M|f.M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Counter Hit: {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Gran's fastest air normal which stays active until he touches the ground. Links into {{clr|L|c.L}} even if this attack hit the opponent while as high as possible.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Upward sword swing with fast start-up, making it Gran's best air-to-air. Should never be used as a jump-in.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Downward sword thrust, Gran's longest reaching and most damaging jump-in. Most often used for safe-jumps.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= <br />
Spinning attack that hits behind and below Gran, though contrary to the animation it cannot hit opponents directly behind or above him. Arguably the best jump-in attack in the game; has a massive hit box, can hit as a cross-up, and is extremely easy to use. Depending on the situation, slightly altering how Gran jumps can change whether or not this attack crosses-up.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Power Raise</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5[U] > X<br />
|versioned=input<br />
|description=<br />
A chargeable slash that moves Gran forward. Functions like a special move, meaning it can be canceled into from other normals but cannot be special canceled into other specials. Has 5 levels of charge with the current level indicated by the color of the wind around Gran when a new level is reached, the glow from his hand when canceling it, and the sparks emitting from his sword arm. In order of increasing level, the colors are nothing (no effect visible), grey, green, blue, and purple.<br />
<br />
The charge can be cancelled with L/M/H/G. This cancel will store Gran's current level, using the charge again will resume from the same point that the cancel was used. Gran will automatically cancel the charge after 2.5 seconds. The charge can still be used once level 5 has been reached which has some situational utility.<br />
<br />
Used as a combo extender in the corner if the opponent is juggled high enough after {{clr|3|5H}} or {{clr|3|2H}}, regardless of charge level. At Level 3 and up, this attack will wall bounce the opponent in the corner, granting combo extensions that don't require a Heavy or Ultimate special move. Level 5 grants a mid-screen wall bounce, allowing Gran to get high damage outside of the corner. All levels wall bounce the opponent on counter hit in the corner, though frame trapping into this move is risky as it is unsafe on block.<br />
<br />
Can also be used as a poke as it's '''{{clr|3|-2}}''' on block when spaced, though with a low reward on hit. The added range and invulnerability at level 5 coupled with the guaranteed wall bounce suddenly makes it a terrifying neutral tool, one that can blow through any poke, projectile, and even some supers.<br />
<br />
* Launches opponents away on hit.<br />
* Wall bounces the opponent in the corner on counter hit.<br />
* Base damage increases with charge level.<br />
* Level 3 and 4 wall bounce the opponent in the corner.<br />
* Level 5 grants extra forward movement, start-up invincibility, and wall bounces the opponent on hit.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw knocks opponent far away, but untech time is long enough so you can run in for a meaty or jump in. Great for driving your opponent towards the corner.<br />
<br />
Back throw switches sides. Useful if you want to stick close to your opponent after as you will recover closer up than if you were to forward throw.<br />
<br />
Between buttons such as {{clr|1|c.L}}, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|2M}}, throw is a particularly strong mix-up option for Gran as it offers many tick throw opportunities. Gran's ability to convert the opponent's whiffed throw techs into enormous damage also serves to make his throw mix up game all the more scary.<br />
<br />
Because Gran has a fairly fast dash, it is possible to plink the dash button and throw button to perform a throw with extended range after pressuring with {{clr|1|c.L}} in a corner.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
*Knocks enemy back and forces recovery which gives enough time for a meaty fireball set up.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile. Gran's traditional fireball.<br />
----<br />
;{{clr|1|236L}} <br />
Gran launches a standard fireball that travels fairly fast and across the screen. Serves as a safe ender for his block strings and pokes.<br />
----<br />
;{{clr|2|236M}} <br />
Gran slashes upward before shooting out a projectile. Despite first hit being a slash, it can cancel out projectiles, which is useful to turn projectile wars more in your favor. The delay is also helpful in throwing off your opponent's timing when trying to dodge {{clr|1|236L}}. In blockstrings, it serves as a better ender than {{clr|1|236L}} due to the pushback and better advantage.<br />
<br />
First slash knocks grounded enemies into the air and forces an air recovery.<br />
----<br />
;{{clr|3|236H}} <br />
A grown man 3-hit fireball, primarily a combo and pressure tool. <br />
<br />
H Reginleiv does NOT knockdown standing opponents, but instead leaves them standing. Depending on distance and the state of the opponent, it can be followed by c.M when close standing, c.H when close airborne, and f.M when far. It is also worth throwing out when applying pressure in the corner. H Reginleiv can also frame trap from cXX, albeit in a rather tight window.<br />
}}<br />
<br />
===<big>Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Invincible rising uppercut. Useful both as a damaging combo ender and a tool to escape pressure, at the risk of being highly punishable on block or whiff. <br />
----<br />
;{{clr|1|623L}} <br />
The L version is not invulnerable, so its main use is to anti-airing where 2H cannot consistently hit (Katalina j.U, for example). Also completely air blockable, but punishing for opponent can be difficult considering how fast the cooldown is after you can DP again.<br />
<br />
Hitting this move high in the air will allow a combo afterwards due to its long untech. Depend on distance, a close normal is even possible.<br />
----<br />
;{{clr|2|623M}} <br />
The M version is invulnerable, and is the fastest option for resourceless invincible reversal. As they recovers mid-air, it effectively resets you back to neutral. <br />
<br />
M versions is air unblockable on the first two active frame intervals only.<br />
----<br />
;{{clr|3|623H}} <br />
H version grants a techable knockdown, which can be useful for reversing a sticky situation. In combos, it can act as an ender, or as a combo filler after a juggled c.M if it hits high enough.<br />
<br />
H version is air unblockable for the first rise of the move, but not the second. Note that there is a small gap in-between the two strikes where daring players can attempt a counter hit punish. <br />
}}<br />
<br />
===<big>Overdrive Surge</big>===<br />
{{Micon|6}} {{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4/2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214L → 214M,214M,214H<br />
|versioned=input<br />
|description= <br />
Gran's advancing move and main combo tool for knockdown and damage.<br />
----<br />
;{{clr|1|214L}} <br />
Gran dashes forward with a slash. Safest version of 214X at point blank. Can cancel into {{clr|2|214M}} on hit or block, which can be used to test your opponent's willingness to mash after {{clr|1|214L}} lest they risk a Counter Hit {{clr|2|214M}}.<br />
<br />
On hit, {{clr|1|214L}} > {{clr|2|214M}} serves as his standard meterless combo ender. On the first hit if grounded, you can sneak in a (meaty) reset throw.<br />
----<br />
;{{clr|2|214M}} <br />
Gran dashes forward with his foot out and covers a lot of horizontal space in front of him. Minus on grounded hit, and as it does not knock down on grounded hit you'll lose your turn should you end grounded combos with this. <br />
<br />
On block safety ranges depending on the range used: at point blank, Gran is extremely punishable, however at farther lengths it can be spaced out to be safe and at most be slightly plus on block. On Counter Hit causes extended hitstun for a follow-up combo, but doesn't allow for a combo at point blank. Doesn't reliably combo from far pokes without a counter hit. <br />
----<br />
;{{clr|3|214H}} <br />
Similar to {{clr|2|214M}}, but Gran dashes forward faster, allowing far normals to combo into it. Causes a wall bounce in the corner on hit regardless of counter hit, allowing for additional follow ups. <br />
<br />
Has slightly better on-block values but still punishable if used incorrectly.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Reginleiv</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
Gran's traditional fireball except it travels even faster and has higher clash level compared to almost all other projectiles, making it ideal for winning fireball wars.<br />
<br />
It is '''not''' plus on block and should not be used as a pressure tool. Causes a hard knockdown, and has no useful combo meanings other than a combo ender for hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Rising Sword</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, and does not refund.<br />
A reversal that beats safejabs. Launches upwards before sending the opponent back down for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Overdrive Surge</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description= <br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
A version of Overdrive Surge with incredibly fast startup. Can be used in place a reversal to break free from certain frametraps, or punish the recovery. It is punishable on block so it is not your go-to neutral move however.<br />
<br />
Ground bounces on hit and can combo into c.M afterwards. As it leads into a hard knockdown, it is useful for setting up safejumps after combos.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Tempest Blade</big>===<br />
{{InputBadge|{{clr|3|236236H}}}}, {{InputBadge|236S}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Gran charges up his sword with energy and stabs the opponent, blasting them away.<br />
Deals big damage but the first hit has a short reach. Try using it when close to the opponent as the damage dropoff is drastic without the cinematic hit from close range. <br />
<br />
Don't bother trying to bulldoze through projectiles with this super either, as the invul frames run out before then.<br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 1 Bravery Point for the opponent on close hit only.<br />
* 50% minimum damage: 2250 (750, 1500)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Catastrophe</big>===<br />
{{InputBadge|{{clr|4|236236U}}}}, {{InputBadge|236S+U}} or {{InputBadge|{{clr|L|L}}+{{clr|M|M}}+{{clr|U|U}}+S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Gran charges and throws out an invulnerable projectile move. It can travel across the screen, but if it hits at close range it will be followed by a massive blast by the summoned Proto Bahamut. Deals a lot of chip damage on block which can setup for a chip kill afterwards. <br />
<br />
* Recovers 1 Bravery Point for Gran during superflash.<br />
* Removes 2 Bravery Points for the opponent on close hit only. <br />
* 50% minimum damage: 3000 [2000]<br />
}}<br />
<br />
===<big>Eternal Edge</big>===<br />
{{InputBadge|During the first hit of Tempest Blade, {{clr|U|236U}}}}, {{InputBadge|236S+{{clr|U|U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H236U<br />
|description=<br />
An enhanced finisher for Tempest Blade dealing significantly more damage, though still less than Catastrophe. Only useable when Gran is in SSA mode.<br />
<br />
The wallbounce from the blast leaves the opponent right next to Gran, allowing for better {{keyword|okizeme}}. As it's a Super Skybound Art, it removes a second Bravery Point from the opponent on hit including if a first was removed by Tempest Blade, but does not restore a second for Gran himself.<br />
<br />
Doing technical input ''only'' for this part will not affect the damage; only the input of Tempest Blade matters.<br />
<br />
* Removes 1 Bravery Point for the opponent.<br />
* 50% minimum damage (combined with 236236H): 2970 [2000]<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Gran}}<br />
{{GBVSRweapons|Size=120|Character=Gran}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Gran|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Vira&diff=434543GBVSR/Vira2023-12-30T06:53:52Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Vira commands an impressive mid-range game, using her powerful normal and Luminiera-charged attacks. Her skills are enhanced after using her Unique Action or Skybound Art to transform.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro=<br />
| pros = <br />
* '''Highly Layered Offense''': An assortment of safe-on-block frametraps, high-low mixups, a special command grab, and a potent pressure reset tool allows Vira to stack layers upon layers on her offense.<br />
* '''Threatening Okizeme''': [[#Summon Luminiera|Summon Luminiera]] provides a delayed but powerful okizeme, with comboable high-low and throw mixups, and a lethal meaty which is plus on block.<br />
* '''Albion Fencer''': High range normals and the fast advancing Scarlet Oath let her play a strong neutral game, and easily maintain pressure even when being pushed out.<br />
* '''Lord Of The Skies''': In her transformed state, Vira has some of the best air movement in the game, with a variety of options off Graceview, and access to the Air Dash.<br />
| cons = <br />
* '''Slow Starter''': Vira must use her Skybound Art, or land an extremely slow grab after establishing pressure before she can tansform into her Luminiera Form. Until she can get this, she loses out on a lot of powerful enhancements and is a much weaker character.<br />
* '''Delayed Mixup Options''': Her strongest pressure reset and her command grab are both slow, while her left-right mixup options are easily defeated by the block button. Keen-eyed defenders make pressure awkward for Vira, reducing it to a hollow threat.<br />
* '''Zoning''': While Luminiera offers an option against zoning, it will dissapear if Vira blocks or is hit. Luminiera 236236H can be used to deal with zoning instead, but it can be difficult to get two super meters in the same match.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: Luminiera Form<br />
|content= By landing {{clr|4|5U}}, or using {{clr|3|Luminiera Merge}}, Vira will transform into her '''Luminiera Form''', which grants the following effects:<br />
* '''Enhanced Specials:''' All of her specials gain new effects, reduced recovery, or change completely. Mainly, the enhancements increase her combo potential.<br />
* '''New Unique Action:''' Her usual 5U is replaced with a somersault that also grants her additional air mobility.<br />
* '''Unique Airdash:''' Once per jump, Vira can air dash forward, on an arc similar to a double jump.<br />
* '''Skybound Arts:''' Vira's Skybound Arts change after transforming. Most notably, she gains a fullscreen super, [[GBVSR/Vira#Punishment Ray|Punishment Ray]].<br />
This install lasts until the end of the round.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|L|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Vira's main pressure normal. Excellent frame advantage and frame trap options afterwards make this a threatening button to challenge on defense, and has a lot of linking options one can work with.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Frame trap and general pressure tool. {{clr|L|c.L}} will easily frame trap into {{clr|M|c.M}}, which has some great linking options on counterhit. The activation range is also decently large which allows her to harass 6-frame characters, as well as reliably combo from {{clr|L|66L}} from close range for greater corner carry.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}, {{clr|H|c.H<sup>[ch]</sup>}}<br />
* Counter hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Vira's hardest-hitting punish starter. Safe on block. Can occasionally be used as an anti-air in lieu of {{clr|H|2H}} due to having a hitbox above and slightly behind her, and will lead to better combos when used for this purpose.<br />
<br />
It also combos into {{clr|U|5U}} on counterhit, making it more valuable to use in frame trap settings.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, cancelable ender. <br />
No notable attributes.<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Vira's fastest whiff punish button. All-around excellent normal that can be used to stop approaches due to its above-average range, as well as during pressure to harass opponents into doing something, thanks to its frame advantage.<br />
<br />
It can combo into {{clr|L|214L}}, {{clr|H|214H}}, and {{clr|H|236H}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|M|2M}}, {{clr|U|2U}}<br />
* Crouching Counter hit: {{clr|M|f.M}}, {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Incredibly safe, long reaching poke. Its sheer range makes it difficult for many characters to get around, allowing Vira to play around bullying her opponent in neutral with this move and then responding appropriately against whatever they try to beat it. {{clr|L|236L}} will combo on hit and frame trap on block, but won't connect at max range. Always combos into {{clr|L|214L}} for a knockdown.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Noticeably less range than her {{clr|M|f.M}}, but has much more hitstun making it easier to confirm. It's also quite fast for an {{clr|H|H}} button, making it a great whiff punish on extended hurtboxes, as well as useful in combos.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Vira's main low for pressure. Chain into {{clr|L|c.L}} or {{clr|L|f.L}} for advantage on block.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Vira's safest poke overall due to its low total duration. Beats rolls cleanly where {{clr|M|f.M}} does not and has a smidge more range than her {{clr|U|2U}}, but has less range than the former and is less rewarding than the latter.<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|L|c.L}}<br />
* Crouching Counter hit: {{clr|L|f.L}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
All of Vira's {{clr|H|H}} buttons make for good anti-airs at different ranges. {{clr|H|2H}} is particularly good against opponents jumping right at her, where {{clr|H|c.H}} is better for crossups and {{clr|H|f.H}} is best for far jump-ins. <br />
* Combos into {{clr|M|214M}} against airborne opponents.<br />
* Even with counterhit slowdown, combo opportunities on a successful anti-air are somewhat limited since whiffing {{clr|L|214L}} takes a while to recover. {{clr|L|c.L}} is most reliable when doing this. Linking a {{clr|U|22U}} is also possible.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Vira's sweep is fast enough that she can link or counterhit confirm into it. Grants Summon Lumineria oki on grounded opponents thanks to its hard knockdown. If that's not the goal, then use {{clr|M|2M}} instead as {{clr|U|2U}} has worse recovery, frame advantage, and increases the combo limit.<br />
* Used as a link in advanced combo routes (such as after {{clr|H|2H}} > {{clr|L|214L}}) for its range and speed.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Vira's 66L is a strong pressure tool due to her strong options out of it. Her 6f buttons have great reach, which lets her enforce her 66L's frame advantage with relative ease.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Normal hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H<sup>[ch]</sup>}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
{{clr|M|66M}} is a gigantic low poke, perfect for catching opponents trying to make space between themselves and Vira. It knocks down on hit, which gives Vira enough time to run in and set up a meaty normal.<br />
*Fastest possible {{clr|M|66M}} hits from roundstart distance.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
{{clr|H|66H}} is a haymaker of a button, being relatively unsafe on block but insanely rewarding on hit. The crumple is long enough to link a heavy normal no matter where it connects. Can also be used in combos to add significant damage, such as from a {{clr|H|236H}} wallbounce when further from the corner, or after {{clr|U|22U}} while in Luminiera Form.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Strong air button overall and makes for a great air-to-air.<br />
* Active until landing.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Vira's other main air-to-air option. Hits higher than {{clr|L|j.L}} and is great for sniping opponents above Vira.<br />
* Hard to hit against most crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Vira's best jump-in normal in terms of raw damage.<br />
* Hits far below Vira.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Vira's crossup normal. Hits primarily below her and hits behind her early on.<br />
* Hits behind Vira during early active frames.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action== <br />
===<big>Blade of Light</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
A very slow command grab, made only slower by the distance Vira has to travel. The damage is very low for the risks it requires, but a successful grab transforms Vira into her massively enhanced Luminiera Form for the rest of the round, with new moves and major improvements to her existing moves. If it is not possible to land this grab, it may be required to instead use her Skybound Art, {{MMC|input=236236H|label=[[#Luminiera Merge|Luminiera Merge]]}}.<br />
<br />
It's a comboable grab, meaning it does technically work on grounded opponents in hitstun, but due to its slow speed Vira's only two attacks it can be comboed from are {{MMC|input=22L|label=[[#Summon Luminiera|Summon Luminiera]]}} and Counter Hit {{MMC|input=c.H|label={{clr|3|c.H}}}}.<br />
<br />
The startup can be faked with a pause then a short dash due to its similar running animation. However, it is uniquely telegraphed by Vira's arm swing before she begins running.<br />
* After startup, continues to run forward until it connects or has whiffed entirely.<br />
* Upon connecting, transforms Vira into her Luminiera Form for the rest of the round.<br />
}}<br />
<br />
===<big>Graceview</big>===<br />
{{InputBadge|{{clr|4|5U}}}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 5U,Grand 5U~X,Grand 5U~6,Grand 5U~8,Grand 5U~4,Grand 5U~2<br />
|versioned=input<br />
|description=<br />
* Has higher attack level than most air normals, making it a decent anti-air.<br />
* There is a short delay before Vira can pick a follow-up.<br />
* 6U input also available, moving Vira forward a bit more than the 5U input, comboing from non-max f.L range.<br />
Pressing {{clr|4|5U}} when Vira is powered up results in Graceful View, an anti-air that ends in a stance. During Graceful View, Vira has five options to pick from.<br />
----<br />
;Falling Strike ({{clr|4|5U}}~X)<br />
Vira dives downwards with her sword. Will combo after {{clr|4|5U}} connects on grounded and airborne opponents.<br />
----<br />
;Advance ({{clr|4|5U}}~6)<br />
* Vira can use Advance 3 times in a row.<br />
Vira dashes forwards a fixed distance in the air. After she stops, she can choose any follow-up.<br />
----<br />
;Jump ({{clr|4|5U}}~8)<br />
Vira jumps forwards from wherever she is in Graceful View.<br />
----<br />
;Retreat ({{clr|4|5U}}~4)<br />
Vira jumps backwards from wherever she is in Graceful View.<br />
----<br />
;Land ({{clr|4|5U}}~2)<br />
Vira elegantly falls from Graceful View. She can use any air button on the way down, which can allow for a mixup between a falling button and a low or throw once she lands.<br />
}}<br />
<br />
===<big>Air dash</big>===<br />
{{InputBadge|j.66}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand j.66<br />
|description=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Basic grounded throw that sets up an easy safejump by superjumping. Vira can set a Lumineria, but she's generally too far to force an opponent to block it or push them into it.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Leaves the opponent much farther away than her forward throw, making a safejump impossible.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Darkane</big>===<br />
{{InputBadge|236X}} or {{InputBadge|5S}} <br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H,Grand 236[M],Grand 236[H]<br />
|versioned=input<br />
|description=<br />
;L Version<br />
Makes for a good pressure tool as it's safe on block. Vira can force pokes to whiff at max range, allowing her to whiff punish and get a knockdown. {{clr|L|236L}} also acts as an easy frame trap from any of her poking normals, helping her condition opponents not to mash. Be careful throwing this out in neutral as the hurtboxes are horrendus.<br />
* Naturally frametraps off every normal and autocombo except {{clr|1|c.L}}, {{clr|3|c.H}}, and {{clr|1|2L}}.<br />
* Opponent air techs on hit.<br />
* Safe on block.<br />
----<br />
;M Version<br />
Risky complement to {{clr|L|236L}} and a good combo ender in the corner. If her opponent has big buttons, she can risk a frame trap with {{clr|M|236M}} instead of trying to make said buttons whiff after {{clr|L|236L}}. Be careful with this though as {{clr|M|236M}} is -9 on block and advances Vira forwards. The held version (available in Lumineria form) gives Vira a ''meterless launch'' that combos into {{clr|1|c.L}} anywhere from close range.<br />
* Good knockdown on hit.<br />
* Can catch buttons between the stabs and final slash.<br />
* Can be held in Luminiera to perform a dash instead of the last hit.<br />
----<br />
;H Version<br />
Corner combo extender and Vira's only real launching move. The held version is less useful than {{clr|M|236[M]}} because it costs a cooldown but it is much safer on block.<br />
* Wallbounces in the corner.<br />
* Can catch buttons between the stabs and final slash.<br />
* Can be held in Luminiera to perform a dash instead of the last hit.<br />
}}<br />
<br />
===<big>Red Beryl Sword</big>===<br />
{{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H,Grand 623M,Grand 623H<br />
|versioned=input<br />
|description=<br />
;Normal Versions<br />
A rising sword swing with invulnerability on the {{clr|M|M}} and {{clr|H|H}} versions. Vira's lowest risk anti-airs and least expensive reversal. {{clr|L|623L}} has no invulnerability but comes with the fastest cooldown timer by far and will always knock down. Normal {{clr|M|623M}} is invulnerable on startup but is only air unblockable on the first 2 active frames, while Normal {{clr|H|623H}} is air unblockable for all of its active frames.<br />
----<br />
;Grand {{clr|M|623M}}<br />
Lumineria form changes {{clr|M|623M}} into an entirely different move. Lumineria {{clr|M|623M}} is a fantastic combo ender and reversal. It deals incredible damage for a special move and requires MU-specific knowledge in order to actually punish it.<br />
* Safe on block due to pushback.<br />
* Has a gap between both hits.<br />
* Dodging between the first and second hits allows for a {{clr|M|c.M}} punish.<br />
----<br />
;Grand {{clr|H|623H}}<br />
Lumineria also enhances {{clr|H|623H}}, giving it an extra hit. This boosts the frame advantage on hit significantly, allowing for powerful links in corner juggles, usually into {{clr|H|c.H}}, or setting up safejumps when used as a combo ender.<br />
}}<br />
<br />
===<big>Scarlet Oath</big>===<br />
{{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
* Data inside "[]" represents values when Vira is in Luminiera Form.<br />
Vira performs a fast dash across the screen and strikes towards the ground. Good for neutral pokes and advancing on the opponent while being safe on block.<br />
----<br />
; {{clr|1|Light}}<br />
* Becomes -4 at max range, making it completely safe.<br />
* Can be abused against 6-frame characters.<br />
Vira's basic poke confirm tool, best ender for oki but trades corner carry. Fast and effective for catching people in neutral beyond her {{clr|2|f.M}} range. Can also act as a frametrap off {{clr|1|f.L}} to further enforce her pokes.<br />
----<br />
; {{clr|2|Medium}}<br />
* Advantageous on block<br />
* '''Grand:''' Visual pause on counterhit allowing grounded combos.<br />
Vira's primary pressure reset. It is slow and easily interrupted, but always places her within a good range to threaten frametraps with {{clr|M|2M}} and {{clr|3|c.L}}, while easily reaching for Throw. Occasionally used in combos via cancelling from {{clr|H|2H}} in juggles to save its cooldown.<br />
<br />
Can also be used in neutral as an approach tool. On counter hits it scores huge combo potential, and on block begins pressure freely.<br />
----<br />
; {{clr|3|Heavy}}<br />
* Ground bounces on hit.<br />
* '''Grand:''' Can combo into 5L in the corner.<br />
* '''Grand:''' Ground bounces on counterhit, being able to combo into c.M, 2M and 2U midscreen.<br />
Incredibly fast and safe move for the distance that it covers, allowing Vira to surprise her opponents and catch them swinging in neutral, though using it prevents you from resetting pressure with {{clr|M|214M}} for a limited time. On hit, scores a better knockdown for setting up some okizeme, and can be used as a combo extender in the corner.<br />
}}<br />
<br />
===<big>Summon Luminiera</big>===<br />
{{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
* Summons Luminiera to attack a fixed position on the screen after a short time.<br />
* Luminiera will disappear immediately if Vira blocks or is hit.<br />
<br />
The primary tool for okizeme setplay. The extended hitstun allows Vira to combo off attacks more easily. With universal overhead gone, the mixup behind Luminiera is less intimidating to block, though Vira can still pressure by selecting between a proper meaty (such as {{clr|M|c.M}}, {{clr|L|66L}} or {{clr|H|66H}}) or sneaking in a throw/{{clr|U|5U}}, since there's a slight delay right before Luminiera hits if cancelling from {{clr|U|2U}}.<br />
<br />
In neutral, Luminiera can provide a ranged threat to either run in and begin pressure freely, or force the opponent into moving out of the way. However, it is very slow and open to punish.<br />
----<br />
;{{clr|1|Light}}<br />
* Luminiera spawns 40% of the screen away.<br />
Useful to set up after almost any knockdown cheaply. Due to its timing and position, it won't prevent jumping and backdashing on wakeup, which needs to be supported by fast okizeme. It is also spacing-sensitive, potentially whiffing (but catching backdashes) at very close positions.<br />
<br />
Good in neutral as a pre-emptive catch to approaches, but is too slow to be effective at its actual range.<br />
----<br />
;{{clr|2|Medium}}<br />
* Luminiera spawns 70% of the screen away.<br />
Spawns too far away to use for setups, only able to catch backdashes after a non-cinematic Affection Abyss ({{clr|3|236236H}}).<br />
<br />
A useful long-range tool for neutral.<br />
----<br />
;{{clr|3|Heavy}}<br />
* Luminiera tracks to the opponent's position.<br />
* Travels a maximum 80% of the screen.<br />
* The only version that is useful in the corner, as the other two versions are summoned off-screen.<br />
* '''Grand:''' Additional damage and blockstun. Can combo better off slow recovering moves.<br />
<br />
Good for any knockdown without concern for spacing, and able to threaten backdashes by following their position, at the cost of a heavy cooldown. Due to longer recovery it can make some okizeme more difficult or weaker to jump-outs, notably after a Throw where you cannot prevent a jump-out in time.<br />
<br />
Good in neutral to make it much more difficult to position out of, and attack from almost full-screen as a weak zoning tool.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Darkane</big>===<br />
{{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U,Grand 236U<br />
|versioned=input<br />
|description=<br />
A powerful version of Darkane with some extra stabs. Ends in a cinematic thrust that sets up a safejump midscreen or allows a combo in the corner. During Luminiera Merge, the thrust is replaced with a slam similar to {{clr|2|623M}} on hit, which combos into {{clr|H|c.H}}. On block, Vira dashes forward and maintains the frame advantage of the normal version, but is much closer to the opponent.<br />
*Links after counterhit {{clr|H|c.H}} or {{clr|H|66H}} for comically high potential damage while effectively only spending 25 meter.<br />
}}<br />
<br />
===<big>Ultimate Red Beryl Sword</big>===<br />
{{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, Grand 623U<br />
|versioned=input<br />
|description=<br />
A reversal that beats safejabs. Ends with Vira slamming her opponent back down to earth for a very close hard knockdown. During Luminiera Merge, additionally follows up with a beam.<br />
}}<br />
<br />
===<big>Ultimate Scarlet Oath</big>===<br />
{{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Travels much further than the meterless versions, hitting after a backdash from roundstart distance. Since the first hit is a low and the move is quite fast for its range, it can surprise opponents attempting to walk back in neutral and get a knockdown. On hit or block, Vira follows up with a dive which hits overhead and is safe on block, though there's no mixup potential since it always comes after the first hit. <br />
*Luminiera Merge buffs the move to reach from fullscreen. Startup does not change based on distance.<br />
*Launches on counterhit, links into {{clr|H|f.H}} midscreen. Extremely high damage starter, leading to nearly 8k.<br />
}}<br />
<br />
===<big>Ultimate Summon Luminiera</big>===<br />
{{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22u, Grand 22U<br />
|versioned=input<br />
|description=<br />
Summons Luminiera directly on top of an opponent fast, providing a single hit for a hard knockdown. During Luminiera Merge, also fires a beam that sends the opponent towards Vira. Powerful option for combos, giving Vira access to a ton of corner carry when used from autocombo, allowing it to link into {{clr|H|2H}}. <br />
*Has great startup for a move that tracks the opponent, allowing Vira to snipe zoning with this move, get a hard knockdown, and close the distance effectively for free since it refunds half of its cost if it hits raw.<br />
}}<br />
<br />
==Skybound Arts==<br />
===<big>Luminiera Merge</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Vira transforms into her Luminiera form, releasing a burst of energy.<br />
<br />
The burst deals low damage and has extremely short range making it incredibly poor for a Skybound Art, but it's Vira's only way to access her transformation without landing {{MMC|input=5U|label={{clr|4|5U}}}}. Additionally, it is the only invincible move in her arsenal that can hit directly above and behind her, making it viable for challenging strong {{keyword|crossup}} {{keyword|okizeme}}. The recovery is short enough for Vira to combo afterwards, usually with {{MMC|input=2U|label={{clr|4|2U}}}}.<br />
<br />
Compared to vanilla, Vira is a considerably stronger character outside of install thanks to her excellent Ultimate moves, so consider the pros and cons of using this move over them appropriately.<br />
<br />
* Vira transforms even on block or whiff.<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br />
===<big>Punishment Ray</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 236236H<br />
|description=<br />
A huge beam, doubling both as an invincible reversal and a zoning tool.<br />
<br />
An ironically less safe invincible reversal Skybound Art. It not only has less vertical reach and fails to hit behind her, but it's also much more punishable when blocked at close range.<br />
<br />
To compensate, the move does astronomically more damage, and can work from any range. It is impossible to jump over on reaction, and the pushback is enough to make it very difficult to punish unless already close, making it decent for challenging slower pokes in neutral, without losing the round.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Affection Abyss</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
A savage flurry of strikes.<br />
<br />
* Quickly advances until a hit lands, travelling half-screen.<br />
<br />
The move is slightly unreliable. While it will chase down an opponent to better punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above, making it usually much worse than Red Beryl Sword (623X) as a tool to challenge pressure.<br />
<br />
May be the worse option against Luminiera Merge ({{clr|3|236236H}}), depending on the current situation. Particularly, the more health Vira and the opponent has, the more valuable her transformation becomes, while the less the opponent has the more valuable Affection Abyss becomes.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br />
===<big>Iliad Vision</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 236236U<br />
|description=<br />
A ceremoniously destructive attack. Vira quickly advances until a hit lands, travelling full-screen.<br />
<br />
Tied for highest damage in the game, making it a potent round ender. While the cinematic clean hit has a surprisingly forgiving range and will easily chase down an opponent to punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above. If blocked, Vira can be hit before the final strike, as she no longer has any invuln.<br />
<br />
Can end up doing hilariously high damage due to removing 2 Bravery Points on the cinematic hit, making this a very valuable combo ender.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Vira}}<br />
{{GBVSRweapons|Size=120|Character=Vira}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Vira|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Vira&diff=434541GBVSR/Vira2023-12-30T06:52:59Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Vira commands an impressive mid-range game, using her powerful normal and Luminiera-charged attacks. Her skills are enhanced after using her Unique Action or Skybound Art to transform.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro=<br />
| pros = <br />
* '''Highly Layered Offense''': An assortment of safe-on-block frametraps, high-low mixups, a special command grab, and a potent pressure reset tool allows Vira to stack layers upon layers on her offense.<br />
* '''Threatening Okizeme''': [[#Summon Luminiera|Summon Luminiera]] provides a delayed but powerful okizeme, with comboable high-low and throw mixups, and a lethal meaty which is plus on block.<br />
* '''Albion Fencer''': High range normals and the fast advancing Scarlet Oath let her play a strong neutral game, and easily maintain pressure even when being pushed out.<br />
* '''Lord Of The Skies''': In her transformed state, Vira has some of the best air movement in the game, with a variety of options off Graceview, and access to the Air Dash.<br />
| cons = <br />
* '''Slow Starter:''' Vira must use her Skybound Art, or land an extremely slow grab after establishing pressure before she can tansform into her Luminiera Form. Until she can get this, she loses out on a lot of powerful enhancements and is a much weaker character.<br />
* '''Delayed Mixup Options''': Her strongest pressure reset and her command grab are both slow, while her left-right mixup options are easily defeated by the block button. Keen-eyed defenders make pressure awkward for Vira, reducing it to a hollow threat.<br />
* '''Zoning''': While Luminiera offers an option against zoning, it will dissapear if Vira blocks or is hit. Luminiera 236236H can be used to deal with zoning instead, but it can be difficult to get two super meters in the same match.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: Luminiera Form<br />
|content= By landing {{clr|4|5U}}, or using {{clr|3|Luminiera Merge}}, Vira will transform into her '''Luminiera Form''', which grants the following effects:<br />
* '''Enhanced Specials:''' All of her specials gain new effects, reduced recovery, or change completely. Mainly, the enhancements increase her combo potential.<br />
* '''New Unique Action:''' Her usual 5U is replaced with a somersault that also grants her additional air mobility.<br />
* '''Unique Airdash:''' Once per jump, Vira can air dash forward, on an arc similar to a double jump.<br />
* '''Skybound Arts:''' Vira's Skybound Arts change after transforming. Most notably, she gains a fullscreen super, [[GBVSR/Vira#Punishment Ray|Punishment Ray]].<br />
This install lasts until the end of the round.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|L|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Vira's main pressure normal. Excellent frame advantage and frame trap options afterwards make this a threatening button to challenge on defense, and has a lot of linking options one can work with.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Frame trap and general pressure tool. {{clr|L|c.L}} will easily frame trap into {{clr|M|c.M}}, which has some great linking options on counterhit. The activation range is also decently large which allows her to harass 6-frame characters, as well as reliably combo from {{clr|L|66L}} from close range for greater corner carry.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}, {{clr|H|c.H<sup>[ch]</sup>}}<br />
* Counter hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Vira's hardest-hitting punish starter. Safe on block. Can occasionally be used as an anti-air in lieu of {{clr|H|2H}} due to having a hitbox above and slightly behind her, and will lead to better combos when used for this purpose.<br />
<br />
It also combos into {{clr|U|5U}} on counterhit, making it more valuable to use in frame trap settings.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, cancelable ender. <br />
No notable attributes.<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Vira's fastest whiff punish button. All-around excellent normal that can be used to stop approaches due to its above-average range, as well as during pressure to harass opponents into doing something, thanks to its frame advantage.<br />
<br />
It can combo into {{clr|L|214L}}, {{clr|H|214H}}, and {{clr|H|236H}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|M|2M}}, {{clr|U|2U}}<br />
* Crouching Counter hit: {{clr|M|f.M}}, {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Incredibly safe, long reaching poke. Its sheer range makes it difficult for many characters to get around, allowing Vira to play around bullying her opponent in neutral with this move and then responding appropriately against whatever they try to beat it. {{clr|L|236L}} will combo on hit and frame trap on block, but won't connect at max range. Always combos into {{clr|L|214L}} for a knockdown.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Noticeably less range than her {{clr|M|f.M}}, but has much more hitstun making it easier to confirm. It's also quite fast for an {{clr|H|H}} button, making it a great whiff punish on extended hurtboxes, as well as useful in combos.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Vira's main low for pressure. Chain into {{clr|L|c.L}} or {{clr|L|f.L}} for advantage on block.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Vira's safest poke overall due to its low total duration. Beats rolls cleanly where {{clr|M|f.M}} does not and has a smidge more range than her {{clr|U|2U}}, but has less range than the former and is less rewarding than the latter.<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|L|c.L}}<br />
* Crouching Counter hit: {{clr|L|f.L}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
All of Vira's {{clr|H|H}} buttons make for good anti-airs at different ranges. {{clr|H|2H}} is particularly good against opponents jumping right at her, where {{clr|H|c.H}} is better for crossups and {{clr|H|f.H}} is best for far jump-ins. <br />
* Combos into {{clr|M|214M}} against airborne opponents.<br />
* Even with counterhit slowdown, combo opportunities on a successful anti-air are somewhat limited since whiffing {{clr|L|214L}} takes a while to recover. {{clr|L|c.L}} is most reliable when doing this. Linking a {{clr|U|22U}} is also possible.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Vira's sweep is fast enough that she can link or counterhit confirm into it. Grants Summon Lumineria oki on grounded opponents thanks to its hard knockdown. If that's not the goal, then use {{clr|M|2M}} instead as {{clr|U|2U}} has worse recovery, frame advantage, and increases the combo limit.<br />
* Used as a link in advanced combo routes (such as after {{clr|H|2H}} > {{clr|L|214L}}) for its range and speed.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Vira's 66L is a strong pressure tool due to her strong options out of it. Her 6f buttons have great reach, which lets her enforce her 66L's frame advantage with relative ease.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Normal hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H<sup>[ch]</sup>}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
{{clr|M|66M}} is a gigantic low poke, perfect for catching opponents trying to make space between themselves and Vira. It knocks down on hit, which gives Vira enough time to run in and set up a meaty normal.<br />
*Fastest possible {{clr|M|66M}} hits from roundstart distance.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
{{clr|H|66H}} is a haymaker of a button, being relatively unsafe on block but insanely rewarding on hit. The crumple is long enough to link a heavy normal no matter where it connects. Can also be used in combos to add significant damage, such as from a {{clr|H|236H}} wallbounce when further from the corner, or after {{clr|U|22U}} while in Luminiera Form.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Strong air button overall and makes for a great air-to-air.<br />
* Active until landing.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Vira's other main air-to-air option. Hits higher than {{clr|L|j.L}} and is great for sniping opponents above Vira.<br />
* Hard to hit against most crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Vira's best jump-in normal in terms of raw damage.<br />
* Hits far below Vira.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Vira's crossup normal. Hits primarily below her and hits behind her early on.<br />
* Hits behind Vira during early active frames.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action== <br />
===<big>Blade of Light</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
A very slow command grab, made only slower by the distance Vira has to travel. The damage is very low for the risks it requires, but a successful grab transforms Vira into her massively enhanced Luminiera Form for the rest of the round, with new moves and major improvements to her existing moves. If it is not possible to land this grab, it may be required to instead use her Skybound Art, {{MMC|input=236236H|label=[[#Luminiera Merge|Luminiera Merge]]}}.<br />
<br />
It's a comboable grab, meaning it does technically work on grounded opponents in hitstun, but due to its slow speed Vira's only two attacks it can be comboed from are {{MMC|input=22L|label=[[#Summon Luminiera|Summon Luminiera]]}} and Counter Hit {{MMC|input=c.H|label={{clr|3|c.H}}}}.<br />
<br />
The startup can be faked with a pause then a short dash due to its similar running animation. However, it is uniquely telegraphed by Vira's arm swing before she begins running.<br />
* After startup, continues to run forward until it connects or has whiffed entirely.<br />
* Upon connecting, transforms Vira into her Luminiera Form for the rest of the round.<br />
}}<br />
<br />
===<big>Graceview</big>===<br />
{{InputBadge|{{clr|4|5U}}}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 5U,Grand 5U~X,Grand 5U~6,Grand 5U~8,Grand 5U~4,Grand 5U~2<br />
|versioned=input<br />
|description=<br />
* Has higher attack level than most air normals, making it a decent anti-air.<br />
* There is a short delay before Vira can pick a follow-up.<br />
* 6U input also available, moving Vira forward a bit more than the 5U input, comboing from non-max f.L range.<br />
Pressing {{clr|4|5U}} when Vira is powered up results in Graceful View, an anti-air that ends in a stance. During Graceful View, Vira has five options to pick from.<br />
----<br />
;Falling Strike ({{clr|4|5U}}~X)<br />
Vira dives downwards with her sword. Will combo after {{clr|4|5U}} connects on grounded and airborne opponents.<br />
----<br />
;Advance ({{clr|4|5U}}~6)<br />
* Vira can use Advance 3 times in a row.<br />
Vira dashes forwards a fixed distance in the air. After she stops, she can choose any follow-up.<br />
----<br />
;Jump ({{clr|4|5U}}~8)<br />
Vira jumps forwards from wherever she is in Graceful View.<br />
----<br />
;Retreat ({{clr|4|5U}}~4)<br />
Vira jumps backwards from wherever she is in Graceful View.<br />
----<br />
;Land ({{clr|4|5U}}~2)<br />
Vira elegantly falls from Graceful View. She can use any air button on the way down, which can allow for a mixup between a falling button and a low or throw once she lands.<br />
}}<br />
<br />
===<big>Air dash</big>===<br />
{{InputBadge|j.66}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand j.66<br />
|description=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Basic grounded throw that sets up an easy safejump by superjumping. Vira can set a Lumineria, but she's generally too far to force an opponent to block it or push them into it.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Leaves the opponent much farther away than her forward throw, making a safejump impossible.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Darkane</big>===<br />
{{InputBadge|236X}} or {{InputBadge|5S}} <br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H,Grand 236[M],Grand 236[H]<br />
|versioned=input<br />
|description=<br />
;L Version<br />
Makes for a good pressure tool as it's safe on block. Vira can force pokes to whiff at max range, allowing her to whiff punish and get a knockdown. {{clr|L|236L}} also acts as an easy frame trap from any of her poking normals, helping her condition opponents not to mash. Be careful throwing this out in neutral as the hurtboxes are horrendus.<br />
* Naturally frametraps off every normal and autocombo except {{clr|1|c.L}}, {{clr|3|c.H}}, and {{clr|1|2L}}.<br />
* Opponent air techs on hit.<br />
* Safe on block.<br />
----<br />
;M Version<br />
Risky complement to {{clr|L|236L}} and a good combo ender in the corner. If her opponent has big buttons, she can risk a frame trap with {{clr|M|236M}} instead of trying to make said buttons whiff after {{clr|L|236L}}. Be careful with this though as {{clr|M|236M}} is -9 on block and advances Vira forwards. The held version (available in Lumineria form) gives Vira a ''meterless launch'' that combos into {{clr|1|c.L}} anywhere from close range.<br />
* Good knockdown on hit.<br />
* Can catch buttons between the stabs and final slash.<br />
* Can be held in Luminiera to perform a dash instead of the last hit.<br />
----<br />
;H Version<br />
Corner combo extender and Vira's only real launching move. The held version is less useful than {{clr|M|236[M]}} because it costs a cooldown but it is much safer on block.<br />
* Wallbounces in the corner.<br />
* Can catch buttons between the stabs and final slash.<br />
* Can be held in Luminiera to perform a dash instead of the last hit.<br />
}}<br />
<br />
===<big>Red Beryl Sword</big>===<br />
{{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H,Grand 623M,Grand 623H<br />
|versioned=input<br />
|description=<br />
;Normal Versions<br />
A rising sword swing with invulnerability on the {{clr|M|M}} and {{clr|H|H}} versions. Vira's lowest risk anti-airs and least expensive reversal. {{clr|L|623L}} has no invulnerability but comes with the fastest cooldown timer by far and will always knock down. Normal {{clr|M|623M}} is invulnerable on startup but is only air unblockable on the first 2 active frames, while Normal {{clr|H|623H}} is air unblockable for all of its active frames.<br />
----<br />
;Grand {{clr|M|623M}}<br />
Lumineria form changes {{clr|M|623M}} into an entirely different move. Lumineria {{clr|M|623M}} is a fantastic combo ender and reversal. It deals incredible damage for a special move and requires MU-specific knowledge in order to actually punish it.<br />
* Safe on block due to pushback.<br />
* Has a gap between both hits.<br />
* Dodging between the first and second hits allows for a {{clr|M|c.M}} punish.<br />
----<br />
;Grand {{clr|H|623H}}<br />
Lumineria also enhances {{clr|H|623H}}, giving it an extra hit. This boosts the frame advantage on hit significantly, allowing for powerful links in corner juggles, usually into {{clr|H|c.H}}, or setting up safejumps when used as a combo ender.<br />
}}<br />
<br />
===<big>Scarlet Oath</big>===<br />
{{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
* Data inside "[]" represents values when Vira is in Luminiera Form.<br />
Vira performs a fast dash across the screen and strikes towards the ground. Good for neutral pokes and advancing on the opponent while being safe on block.<br />
----<br />
; {{clr|1|Light}}<br />
* Becomes -4 at max range, making it completely safe.<br />
* Can be abused against 6-frame characters.<br />
Vira's basic poke confirm tool, best ender for oki but trades corner carry. Fast and effective for catching people in neutral beyond her {{clr|2|f.M}} range. Can also act as a frametrap off {{clr|1|f.L}} to further enforce her pokes.<br />
----<br />
; {{clr|2|Medium}}<br />
* Advantageous on block<br />
* '''Grand:''' Visual pause on counterhit allowing grounded combos.<br />
Vira's primary pressure reset. It is slow and easily interrupted, but always places her within a good range to threaten frametraps with {{clr|M|2M}} and {{clr|3|c.L}}, while easily reaching for Throw. Occasionally used in combos via cancelling from {{clr|H|2H}} in juggles to save its cooldown.<br />
<br />
Can also be used in neutral as an approach tool. On counter hits it scores huge combo potential, and on block begins pressure freely.<br />
----<br />
; {{clr|3|Heavy}}<br />
* Ground bounces on hit.<br />
* '''Grand:''' Can combo into 5L in the corner.<br />
* '''Grand:''' Ground bounces on counterhit, being able to combo into c.M, 2M and 2U midscreen.<br />
Incredibly fast and safe move for the distance that it covers, allowing Vira to surprise her opponents and catch them swinging in neutral, though using it prevents you from resetting pressure with {{clr|M|214M}} for a limited time. On hit, scores a better knockdown for setting up some okizeme, and can be used as a combo extender in the corner.<br />
}}<br />
<br />
===<big>Summon Luminiera</big>===<br />
{{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
* Summons Luminiera to attack a fixed position on the screen after a short time.<br />
* Luminiera will disappear immediately if Vira blocks or is hit.<br />
<br />
The primary tool for okizeme setplay. The extended hitstun allows Vira to combo off attacks more easily. With universal overhead gone, the mixup behind Luminiera is less intimidating to block, though Vira can still pressure by selecting between a proper meaty (such as {{clr|M|c.M}}, {{clr|L|66L}} or {{clr|H|66H}}) or sneaking in a throw/{{clr|U|5U}}, since there's a slight delay right before Luminiera hits if cancelling from {{clr|U|2U}}.<br />
<br />
In neutral, Luminiera can provide a ranged threat to either run in and begin pressure freely, or force the opponent into moving out of the way. However, it is very slow and open to punish.<br />
----<br />
;{{clr|1|Light}}<br />
* Luminiera spawns 40% of the screen away.<br />
Useful to set up after almost any knockdown cheaply. Due to its timing and position, it won't prevent jumping and backdashing on wakeup, which needs to be supported by fast okizeme. It is also spacing-sensitive, potentially whiffing (but catching backdashes) at very close positions.<br />
<br />
Good in neutral as a pre-emptive catch to approaches, but is too slow to be effective at its actual range.<br />
----<br />
;{{clr|2|Medium}}<br />
* Luminiera spawns 70% of the screen away.<br />
Spawns too far away to use for setups, only able to catch backdashes after a non-cinematic Affection Abyss ({{clr|3|236236H}}).<br />
<br />
A useful long-range tool for neutral.<br />
----<br />
;{{clr|3|Heavy}}<br />
* Luminiera tracks to the opponent's position.<br />
* Travels a maximum 80% of the screen.<br />
* The only version that is useful in the corner, as the other two versions are summoned off-screen.<br />
* '''Grand:''' Additional damage and blockstun. Can combo better off slow recovering moves.<br />
<br />
Good for any knockdown without concern for spacing, and able to threaten backdashes by following their position, at the cost of a heavy cooldown. Due to longer recovery it can make some okizeme more difficult or weaker to jump-outs, notably after a Throw where you cannot prevent a jump-out in time.<br />
<br />
Good in neutral to make it much more difficult to position out of, and attack from almost full-screen as a weak zoning tool.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Darkane</big>===<br />
{{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U,Grand 236U<br />
|versioned=input<br />
|description=<br />
A powerful version of Darkane with some extra stabs. Ends in a cinematic thrust that sets up a safejump midscreen or allows a combo in the corner. During Luminiera Merge, the thrust is replaced with a slam similar to {{clr|2|623M}} on hit, which combos into {{clr|H|c.H}}. On block, Vira dashes forward and maintains the frame advantage of the normal version, but is much closer to the opponent.<br />
*Links after counterhit {{clr|H|c.H}} or {{clr|H|66H}} for comically high potential damage while effectively only spending 25 meter.<br />
}}<br />
<br />
===<big>Ultimate Red Beryl Sword</big>===<br />
{{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, Grand 623U<br />
|versioned=input<br />
|description=<br />
A reversal that beats safejabs. Ends with Vira slamming her opponent back down to earth for a very close hard knockdown. During Luminiera Merge, additionally follows up with a beam.<br />
}}<br />
<br />
===<big>Ultimate Scarlet Oath</big>===<br />
{{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Travels much further than the meterless versions, hitting after a backdash from roundstart distance. Since the first hit is a low and the move is quite fast for its range, it can surprise opponents attempting to walk back in neutral and get a knockdown. On hit or block, Vira follows up with a dive which hits overhead and is safe on block, though there's no mixup potential since it always comes after the first hit. <br />
*Luminiera Merge buffs the move to reach from fullscreen. Startup does not change based on distance.<br />
*Launches on counterhit, links into {{clr|H|f.H}} midscreen. Extremely high damage starter, leading to nearly 8k.<br />
}}<br />
<br />
===<big>Ultimate Summon Luminiera</big>===<br />
{{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22u, Grand 22U<br />
|versioned=input<br />
|description=<br />
Summons Luminiera directly on top of an opponent fast, providing a single hit for a hard knockdown. During Luminiera Merge, also fires a beam that sends the opponent towards Vira. Powerful option for combos, giving Vira access to a ton of corner carry when used from autocombo, allowing it to link into {{clr|H|2H}}. <br />
*Has great startup for a move that tracks the opponent, allowing Vira to snipe zoning with this move, get a hard knockdown, and close the distance effectively for free since it refunds half of its cost if it hits raw.<br />
}}<br />
<br />
==Skybound Arts==<br />
===<big>Luminiera Merge</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Vira transforms into her Luminiera form, releasing a burst of energy.<br />
<br />
The burst deals low damage and has extremely short range making it incredibly poor for a Skybound Art, but it's Vira's only way to access her transformation without landing {{MMC|input=5U|label={{clr|4|5U}}}}. Additionally, it is the only invincible move in her arsenal that can hit directly above and behind her, making it viable for challenging strong {{keyword|crossup}} {{keyword|okizeme}}. The recovery is short enough for Vira to combo afterwards, usually with {{MMC|input=2U|label={{clr|4|2U}}}}.<br />
<br />
Compared to vanilla, Vira is a considerably stronger character outside of install thanks to her excellent Ultimate moves, so consider the pros and cons of using this move over them appropriately.<br />
<br />
* Vira transforms even on block or whiff.<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br />
===<big>Punishment Ray</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 236236H<br />
|description=<br />
A huge beam, doubling both as an invincible reversal and a zoning tool.<br />
<br />
An ironically less safe invincible reversal Skybound Art. It not only has less vertical reach and fails to hit behind her, but it's also much more punishable when blocked at close range.<br />
<br />
To compensate, the move does astronomically more damage, and can work from any range. It is impossible to jump over on reaction, and the pushback is enough to make it very difficult to punish unless already close, making it decent for challenging slower pokes in neutral, without losing the round.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Affection Abyss</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
A savage flurry of strikes.<br />
<br />
* Quickly advances until a hit lands, travelling half-screen.<br />
<br />
The move is slightly unreliable. While it will chase down an opponent to better punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above, making it usually much worse than Red Beryl Sword (623X) as a tool to challenge pressure.<br />
<br />
May be the worse option against Luminiera Merge ({{clr|3|236236H}}), depending on the current situation. Particularly, the more health Vira and the opponent has, the more valuable her transformation becomes, while the less the opponent has the more valuable Affection Abyss becomes.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br />
===<big>Iliad Vision</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 236236U<br />
|description=<br />
A ceremoniously destructive attack. Vira quickly advances until a hit lands, travelling full-screen.<br />
<br />
Tied for highest damage in the game, making it a potent round ender. While the cinematic clean hit has a surprisingly forgiving range and will easily chase down an opponent to punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above. If blocked, Vira can be hit before the final strike, as she no longer has any invuln.<br />
<br />
Can end up doing hilariously high damage due to removing 2 Bravery Points on the cinematic hit, making this a very valuable combo ender.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Vira}}<br />
{{GBVSRweapons|Size=120|Character=Vira}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Vira|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Vira&diff=434540GBVSR/Vira2023-12-30T06:52:25Z<p>JC: Some formatting changes and toning down on flowery writing.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Vira commands an impressive mid-range game, using her powerful normal and Luminiera-charged attacks. Her skills are enhanced after using her Unique Action or Skybound Art to transform.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro=<br />
| pros = <br />
* '''Highly Layered Offense''': An assortment of safe-on-block frametraps, high-low mixups, a special command grab, and a potent pressure reset tool allows Vira to stack layers upon layers on her offense and strongly<br />
* '''Threatening Okizeme''': [[#Summon Luminiera|Summon Luminiera]] provides a delayed but powerful okizeme, with comboable high-low and throw mixups, and a lethal meaty which is plus on block.<br />
* '''Albion Fencer''': High range normals and the fast advancing Scarlet Oath let her play a strong neutral game, and easily maintain pressure even when being pushed out.<br />
* '''Lord Of The Skies''': In her transformed state, Vira has some of the best air movement in the game, with a variety of options off Graceview, and access to the Air Dash.<br />
| cons = <br />
* '''Slow Starter:''' Vira must use her Skybound Art, or land an extremely slow grab after establishing pressure before she can tansform into her Luminiera Form. Until she can get this, she loses out on a lot of powerful enhancements and is a much weaker character.<br />
* '''Delayed Mixup Options''': Her strongest pressure reset and her command grab are both slow, while her left-right mixup options are easily defeated by the block button. Keen-eyed defenders make pressure awkward for Vira, reducing it to a hollow threat.<br />
* '''Zoning''': While Luminiera offers an option against zoning, it will dissapear if Vira blocks or is hit. Luminiera 236236H can be used to deal with zoning instead, but it can be difficult to get two super meters in the same match.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: Luminiera Form<br />
|content= By landing {{clr|4|5U}}, or using {{clr|3|Luminiera Merge}}, Vira will transform into her '''Luminiera Form''', which grants the following effects:<br />
* '''Enhanced Specials:''' All of her specials gain new effects, reduced recovery, or change completely. Mainly, the enhancements increase her combo potential.<br />
* '''New Unique Action:''' Her usual 5U is replaced with a somersault that also grants her additional air mobility.<br />
* '''Unique Airdash:''' Once per jump, Vira can air dash forward, on an arc similar to a double jump.<br />
* '''Skybound Arts:''' Vira's Skybound Arts change after transforming. Most notably, she gains a fullscreen super, [[GBVSR/Vira#Punishment Ray|Punishment Ray]].<br />
This install lasts until the end of the round.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|L|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Vira's main pressure normal. Excellent frame advantage and frame trap options afterwards make this a threatening button to challenge on defense, and has a lot of linking options one can work with.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
* Crouching: {{clr|H|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Frame trap and general pressure tool. {{clr|L|c.L}} will easily frame trap into {{clr|M|c.M}}, which has some great linking options on counterhit. The activation range is also decently large which allows her to harass 6-frame characters, as well as reliably combo from {{clr|L|66L}} from close range for greater corner carry.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Crouching: {{clr|L|c.L}}, {{clr|H|c.H<sup>[ch]</sup>}}<br />
* Counter hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Vira's hardest-hitting punish starter. Safe on block. Can occasionally be used as an anti-air in lieu of {{clr|H|2H}} due to having a hitbox above and slightly behind her, and will lead to better combos when used for this purpose.<br />
<br />
It also combos into {{clr|U|5U}} on counterhit, making it more valuable to use in frame trap settings.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, cancelable ender. <br />
No notable attributes.<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Vira's fastest whiff punish button. All-around excellent normal that can be used to stop approaches due to its above-average range, as well as during pressure to harass opponents into doing something, thanks to its frame advantage.<br />
<br />
It can combo into {{clr|L|214L}}, {{clr|H|214H}}, and {{clr|H|236H}}.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|M|2M}}, {{clr|U|2U}}<br />
* Crouching Counter hit: {{clr|M|f.M}}, {{clr|H|f.H}}<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Incredibly safe, long reaching poke. Its sheer range makes it difficult for many characters to get around, allowing Vira to play around bullying her opponent in neutral with this move and then responding appropriately against whatever they try to beat it. {{clr|L|236L}} will combo on hit and frame trap on block, but won't connect at max range. Always combos into {{clr|L|214L}} for a knockdown.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Noticeably less range than her {{clr|M|f.M}}, but has much more hitstun making it easier to confirm. It's also quite fast for an {{clr|H|H}} button, making it a great whiff punish on extended hurtboxes, as well as useful in combos.<br />
* [[/Frame_Data#Linkings|Links into]]: Nothing<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Vira's main low for pressure. Chain into {{clr|L|c.L}} or {{clr|L|f.L}} for advantage on block.<br />
<br />
[[/Frame_Data#Linkings|Cancels into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Vira's safest poke overall due to its low total duration. Beats rolls cleanly where {{clr|M|f.M}} does not and has a smidge more range than her {{clr|U|2U}}, but has less range than the former and is less rewarding than the latter.<br />
* [[/Frame_Data#Linkings|Links into]] Counter hit: {{clr|L|c.L}}<br />
* Crouching Counter hit: {{clr|L|f.L}}<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
All of Vira's {{clr|H|H}} buttons make for good anti-airs at different ranges. {{clr|H|2H}} is particularly good against opponents jumping right at her, where {{clr|H|c.H}} is better for crossups and {{clr|H|f.H}} is best for far jump-ins. <br />
* Combos into {{clr|M|214M}} against airborne opponents.<br />
* Even with counterhit slowdown, combo opportunities on a successful anti-air are somewhat limited since whiffing {{clr|L|214L}} takes a while to recover. {{clr|L|c.L}} is most reliable when doing this. Linking a {{clr|U|22U}} is also possible.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Vira's sweep is fast enough that she can link or counterhit confirm into it. Grants Summon Lumineria oki on grounded opponents thanks to its hard knockdown. If that's not the goal, then use {{clr|M|2M}} instead as {{clr|U|2U}} has worse recovery, frame advantage, and increases the combo limit.<br />
* Used as a link in advanced combo routes (such as after {{clr|H|2H}} > {{clr|L|214L}}) for its range and speed.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Vira's 66L is a strong pressure tool due to her strong options out of it. Her 6f buttons have great reach, which lets her enforce her 66L's frame advantage with relative ease.<br />
<br />
* [[/Frame_Data#Linkings|Links into]] Normal hit: {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}<br />
* Crouching hit: {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H<sup>[ch]</sup>}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
{{clr|M|66M}} is a gigantic low poke, perfect for catching opponents trying to make space between themselves and Vira. It knocks down on hit, which gives Vira enough time to run in and set up a meaty normal.<br />
*Fastest possible {{clr|M|66M}} hits from roundstart distance.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
{{clr|H|66H}} is a haymaker of a button, being relatively unsafe on block but insanely rewarding on hit. The crumple is long enough to link a heavy normal no matter where it connects. Can also be used in combos to add significant damage, such as from a {{clr|H|236H}} wallbounce when further from the corner, or after {{clr|U|22U}} while in Luminiera Form.<br />
<br />
* [[/Frame_Data#Linkings|Links into]]: {{clr|L|c.L}}, {{clr|L|f.L}}, {{clr|L|2L}}, {{clr|M|c.M}}, {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, {{clr|H|f.H}}, {{clr|U|2U}}<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Strong air button overall and makes for a great air-to-air.<br />
* Active until landing.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Vira's other main air-to-air option. Hits higher than {{clr|L|j.L}} and is great for sniping opponents above Vira.<br />
* Hard to hit against most crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Vira's best jump-in normal in terms of raw damage.<br />
* Hits far below Vira.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Vira's crossup normal. Hits primarily below her and hits behind her early on.<br />
* Hits behind Vira during early active frames.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action== <br />
===<big>Blade of Light</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
A very slow command grab, made only slower by the distance Vira has to travel. The damage is very low for the risks it requires, but a successful grab transforms Vira into her massively enhanced Luminiera Form for the rest of the round, with new moves and major improvements to her existing moves. If it is not possible to land this grab, it may be required to instead use her Skybound Art, {{MMC|input=236236H|label=[[#Luminiera Merge|Luminiera Merge]]}}.<br />
<br />
It's a comboable grab, meaning it does technically work on grounded opponents in hitstun, but due to its slow speed Vira's only two attacks it can be comboed from are {{MMC|input=22L|label=[[#Summon Luminiera|Summon Luminiera]]}} and Counter Hit {{MMC|input=c.H|label={{clr|3|c.H}}}}.<br />
<br />
The startup can be faked with a pause then a short dash due to its similar running animation. However, it is uniquely telegraphed by Vira's arm swing before she begins running.<br />
* After startup, continues to run forward until it connects or has whiffed entirely.<br />
* Upon connecting, transforms Vira into her Luminiera Form for the rest of the round.<br />
}}<br />
<br />
===<big>Graceview</big>===<br />
{{InputBadge|{{clr|4|5U}}}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 5U,Grand 5U~X,Grand 5U~6,Grand 5U~8,Grand 5U~4,Grand 5U~2<br />
|versioned=input<br />
|description=<br />
* Has higher attack level than most air normals, making it a decent anti-air.<br />
* There is a short delay before Vira can pick a follow-up.<br />
* 6U input also available, moving Vira forward a bit more than the 5U input, comboing from non-max f.L range.<br />
Pressing {{clr|4|5U}} when Vira is powered up results in Graceful View, an anti-air that ends in a stance. During Graceful View, Vira has five options to pick from.<br />
----<br />
;Falling Strike ({{clr|4|5U}}~X)<br />
Vira dives downwards with her sword. Will combo after {{clr|4|5U}} connects on grounded and airborne opponents.<br />
----<br />
;Advance ({{clr|4|5U}}~6)<br />
* Vira can use Advance 3 times in a row.<br />
Vira dashes forwards a fixed distance in the air. After she stops, she can choose any follow-up.<br />
----<br />
;Jump ({{clr|4|5U}}~8)<br />
Vira jumps forwards from wherever she is in Graceful View.<br />
----<br />
;Retreat ({{clr|4|5U}}~4)<br />
Vira jumps backwards from wherever she is in Graceful View.<br />
----<br />
;Land ({{clr|4|5U}}~2)<br />
Vira elegantly falls from Graceful View. She can use any air button on the way down, which can allow for a mixup between a falling button and a low or throw once she lands.<br />
}}<br />
<br />
===<big>Air dash</big>===<br />
{{InputBadge|j.66}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand j.66<br />
|description=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Basic grounded throw that sets up an easy safejump by superjumping. Vira can set a Lumineria, but she's generally too far to force an opponent to block it or push them into it.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Leaves the opponent much farther away than her forward throw, making a safejump impossible.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Darkane</big>===<br />
{{InputBadge|236X}} or {{InputBadge|5S}} <br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H,Grand 236[M],Grand 236[H]<br />
|versioned=input<br />
|description=<br />
;L Version<br />
Makes for a good pressure tool as it's safe on block. Vira can force pokes to whiff at max range, allowing her to whiff punish and get a knockdown. {{clr|L|236L}} also acts as an easy frame trap from any of her poking normals, helping her condition opponents not to mash. Be careful throwing this out in neutral as the hurtboxes are horrendus.<br />
* Naturally frametraps off every normal and autocombo except {{clr|1|c.L}}, {{clr|3|c.H}}, and {{clr|1|2L}}.<br />
* Opponent air techs on hit.<br />
* Safe on block.<br />
----<br />
;M Version<br />
Risky complement to {{clr|L|236L}} and a good combo ender in the corner. If her opponent has big buttons, she can risk a frame trap with {{clr|M|236M}} instead of trying to make said buttons whiff after {{clr|L|236L}}. Be careful with this though as {{clr|M|236M}} is -9 on block and advances Vira forwards. The held version (available in Lumineria form) gives Vira a ''meterless launch'' that combos into {{clr|1|c.L}} anywhere from close range.<br />
* Good knockdown on hit.<br />
* Can catch buttons between the stabs and final slash.<br />
* Can be held in Luminiera to perform a dash instead of the last hit.<br />
----<br />
;H Version<br />
Corner combo extender and Vira's only real launching move. The held version is less useful than {{clr|M|236[M]}} because it costs a cooldown but it is much safer on block.<br />
* Wallbounces in the corner.<br />
* Can catch buttons between the stabs and final slash.<br />
* Can be held in Luminiera to perform a dash instead of the last hit.<br />
}}<br />
<br />
===<big>Red Beryl Sword</big>===<br />
{{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H,Grand 623M,Grand 623H<br />
|versioned=input<br />
|description=<br />
;Normal Versions<br />
A rising sword swing with invulnerability on the {{clr|M|M}} and {{clr|H|H}} versions. Vira's lowest risk anti-airs and least expensive reversal. {{clr|L|623L}} has no invulnerability but comes with the fastest cooldown timer by far and will always knock down. Normal {{clr|M|623M}} is invulnerable on startup but is only air unblockable on the first 2 active frames, while Normal {{clr|H|623H}} is air unblockable for all of its active frames.<br />
----<br />
;Grand {{clr|M|623M}}<br />
Lumineria form changes {{clr|M|623M}} into an entirely different move. Lumineria {{clr|M|623M}} is a fantastic combo ender and reversal. It deals incredible damage for a special move and requires MU-specific knowledge in order to actually punish it.<br />
* Safe on block due to pushback.<br />
* Has a gap between both hits.<br />
* Dodging between the first and second hits allows for a {{clr|M|c.M}} punish.<br />
----<br />
;Grand {{clr|H|623H}}<br />
Lumineria also enhances {{clr|H|623H}}, giving it an extra hit. This boosts the frame advantage on hit significantly, allowing for powerful links in corner juggles, usually into {{clr|H|c.H}}, or setting up safejumps when used as a combo ender.<br />
}}<br />
<br />
===<big>Scarlet Oath</big>===<br />
{{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
* Data inside "[]" represents values when Vira is in Luminiera Form.<br />
Vira performs a fast dash across the screen and strikes towards the ground. Good for neutral pokes and advancing on the opponent while being safe on block.<br />
----<br />
; {{clr|1|Light}}<br />
* Becomes -4 at max range, making it completely safe.<br />
* Can be abused against 6-frame characters.<br />
Vira's basic poke confirm tool, best ender for oki but trades corner carry. Fast and effective for catching people in neutral beyond her {{clr|2|f.M}} range. Can also act as a frametrap off {{clr|1|f.L}} to further enforce her pokes.<br />
----<br />
; {{clr|2|Medium}}<br />
* Advantageous on block<br />
* '''Grand:''' Visual pause on counterhit allowing grounded combos.<br />
Vira's primary pressure reset. It is slow and easily interrupted, but always places her within a good range to threaten frametraps with {{clr|M|2M}} and {{clr|3|c.L}}, while easily reaching for Throw. Occasionally used in combos via cancelling from {{clr|H|2H}} in juggles to save its cooldown.<br />
<br />
Can also be used in neutral as an approach tool. On counter hits it scores huge combo potential, and on block begins pressure freely.<br />
----<br />
; {{clr|3|Heavy}}<br />
* Ground bounces on hit.<br />
* '''Grand:''' Can combo into 5L in the corner.<br />
* '''Grand:''' Ground bounces on counterhit, being able to combo into c.M, 2M and 2U midscreen.<br />
Incredibly fast and safe move for the distance that it covers, allowing Vira to surprise her opponents and catch them swinging in neutral, though using it prevents you from resetting pressure with {{clr|M|214M}} for a limited time. On hit, scores a better knockdown for setting up some okizeme, and can be used as a combo extender in the corner.<br />
}}<br />
<br />
===<big>Summon Luminiera</big>===<br />
{{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
* Summons Luminiera to attack a fixed position on the screen after a short time.<br />
* Luminiera will disappear immediately if Vira blocks or is hit.<br />
<br />
The primary tool for okizeme setplay. The extended hitstun allows Vira to combo off attacks more easily. With universal overhead gone, the mixup behind Luminiera is less intimidating to block, though Vira can still pressure by selecting between a proper meaty (such as {{clr|M|c.M}}, {{clr|L|66L}} or {{clr|H|66H}}) or sneaking in a throw/{{clr|U|5U}}, since there's a slight delay right before Luminiera hits if cancelling from {{clr|U|2U}}.<br />
<br />
In neutral, Luminiera can provide a ranged threat to either run in and begin pressure freely, or force the opponent into moving out of the way. However, it is very slow and open to punish.<br />
----<br />
;{{clr|1|Light}}<br />
* Luminiera spawns 40% of the screen away.<br />
Useful to set up after almost any knockdown cheaply. Due to its timing and position, it won't prevent jumping and backdashing on wakeup, which needs to be supported by fast okizeme. It is also spacing-sensitive, potentially whiffing (but catching backdashes) at very close positions.<br />
<br />
Good in neutral as a pre-emptive catch to approaches, but is too slow to be effective at its actual range.<br />
----<br />
;{{clr|2|Medium}}<br />
* Luminiera spawns 70% of the screen away.<br />
Spawns too far away to use for setups, only able to catch backdashes after a non-cinematic Affection Abyss ({{clr|3|236236H}}).<br />
<br />
A useful long-range tool for neutral.<br />
----<br />
;{{clr|3|Heavy}}<br />
* Luminiera tracks to the opponent's position.<br />
* Travels a maximum 80% of the screen.<br />
* The only version that is useful in the corner, as the other two versions are summoned off-screen.<br />
* '''Grand:''' Additional damage and blockstun. Can combo better off slow recovering moves.<br />
<br />
Good for any knockdown without concern for spacing, and able to threaten backdashes by following their position, at the cost of a heavy cooldown. Due to longer recovery it can make some okizeme more difficult or weaker to jump-outs, notably after a Throw where you cannot prevent a jump-out in time.<br />
<br />
Good in neutral to make it much more difficult to position out of, and attack from almost full-screen as a weak zoning tool.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Darkane</big>===<br />
{{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U,Grand 236U<br />
|versioned=input<br />
|description=<br />
A powerful version of Darkane with some extra stabs. Ends in a cinematic thrust that sets up a safejump midscreen or allows a combo in the corner. During Luminiera Merge, the thrust is replaced with a slam similar to {{clr|2|623M}} on hit, which combos into {{clr|H|c.H}}. On block, Vira dashes forward and maintains the frame advantage of the normal version, but is much closer to the opponent.<br />
*Links after counterhit {{clr|H|c.H}} or {{clr|H|66H}} for comically high potential damage while effectively only spending 25 meter.<br />
}}<br />
<br />
===<big>Ultimate Red Beryl Sword</big>===<br />
{{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, Grand 623U<br />
|versioned=input<br />
|description=<br />
A reversal that beats safejabs. Ends with Vira slamming her opponent back down to earth for a very close hard knockdown. During Luminiera Merge, additionally follows up with a beam.<br />
}}<br />
<br />
===<big>Ultimate Scarlet Oath</big>===<br />
{{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Travels much further than the meterless versions, hitting after a backdash from roundstart distance. Since the first hit is a low and the move is quite fast for its range, it can surprise opponents attempting to walk back in neutral and get a knockdown. On hit or block, Vira follows up with a dive which hits overhead and is safe on block, though there's no mixup potential since it always comes after the first hit. <br />
*Luminiera Merge buffs the move to reach from fullscreen. Startup does not change based on distance.<br />
*Launches on counterhit, links into {{clr|H|f.H}} midscreen. Extremely high damage starter, leading to nearly 8k.<br />
}}<br />
<br />
===<big>Ultimate Summon Luminiera</big>===<br />
{{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22u, Grand 22U<br />
|versioned=input<br />
|description=<br />
Summons Luminiera directly on top of an opponent fast, providing a single hit for a hard knockdown. During Luminiera Merge, also fires a beam that sends the opponent towards Vira. Powerful option for combos, giving Vira access to a ton of corner carry when used from autocombo, allowing it to link into {{clr|H|2H}}. <br />
*Has great startup for a move that tracks the opponent, allowing Vira to snipe zoning with this move, get a hard knockdown, and close the distance effectively for free since it refunds half of its cost if it hits raw.<br />
}}<br />
<br />
==Skybound Arts==<br />
===<big>Luminiera Merge</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Vira transforms into her Luminiera form, releasing a burst of energy.<br />
<br />
The burst deals low damage and has extremely short range making it incredibly poor for a Skybound Art, but it's Vira's only way to access her transformation without landing {{MMC|input=5U|label={{clr|4|5U}}}}. Additionally, it is the only invincible move in her arsenal that can hit directly above and behind her, making it viable for challenging strong {{keyword|crossup}} {{keyword|okizeme}}. The recovery is short enough for Vira to combo afterwards, usually with {{MMC|input=2U|label={{clr|4|2U}}}}.<br />
<br />
Compared to vanilla, Vira is a considerably stronger character outside of install thanks to her excellent Ultimate moves, so consider the pros and cons of using this move over them appropriately.<br />
<br />
* Vira transforms even on block or whiff.<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br />
===<big>Punishment Ray</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 236236H<br />
|description=<br />
A huge beam, doubling both as an invincible reversal and a zoning tool.<br />
<br />
An ironically less safe invincible reversal Skybound Art. It not only has less vertical reach and fails to hit behind her, but it's also much more punishable when blocked at close range.<br />
<br />
To compensate, the move does astronomically more damage, and can work from any range. It is impossible to jump over on reaction, and the pushback is enough to make it very difficult to punish unless already close, making it decent for challenging slower pokes in neutral, without losing the round.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Arts==<br />
===<big>Affection Abyss</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
A savage flurry of strikes.<br />
<br />
* Quickly advances until a hit lands, travelling half-screen.<br />
<br />
The move is slightly unreliable. While it will chase down an opponent to better punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above, making it usually much worse than Red Beryl Sword (623X) as a tool to challenge pressure.<br />
<br />
May be the worse option against Luminiera Merge ({{clr|3|236236H}}), depending on the current situation. Particularly, the more health Vira and the opponent has, the more valuable her transformation becomes, while the less the opponent has the more valuable Affection Abyss becomes.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br />
===<big>Iliad Vision</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}} during Lumineria Form<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Grand 236236U<br />
|description=<br />
A ceremoniously destructive attack. Vira quickly advances until a hit lands, travelling full-screen.<br />
<br />
Tied for highest damage in the game, making it a potent round ender. While the cinematic clean hit has a surprisingly forgiving range and will easily chase down an opponent to punish whiffs, the attack can only hit directly in front and is very poor at hitting enemies above. If blocked, Vira can be hit before the final strike, as she no longer has any invuln.<br />
<br />
Can end up doing hilariously high damage due to removing 2 Bravery Points on the cinematic hit, making this a very valuable combo ender.<br />
<br />
* Recovers 1 Bravery Point for Vira during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Vira}}<br />
{{GBVSRweapons|Size=120|Character=Vira}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Vira|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Narmaya&diff=432419GBVSR/Narmaya2023-12-25T01:22:42Z<p>JC: Moving to Pros/Cons per admin decision on the format. Rewrote the instability con based on more modern knowledge of Narmaya, methinks it could use more work.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Narmaya is a character who switches between 2 stances based on situation at hand. At mid-range, Genji (Dawnfly) stance let her poke opponent at a distance and advance safely. In close-range, she uses Kagura (Freeflutter) moveset to 'stuff' her foe's approach. But her diverse yet situational tools and high-risk low-reward special attacks makes Narmaya difficult to play well. In the hands of those with good awareness and execution however, she can be a force to be reckoned with.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a stance character capable of swapping between two playstyles; the mid-range poking ''Genji'' stance, and the strike/throw rushdown ''Kagura'' stance.<br />
| pros =<br />
* '''Versatility''': Narmaya has two stances with almost entirely unique movesets, which gives her a wider range of tools and more cooldowns than the majority of the cast.<br />
* '''Effective Normals''': Wide array of normals across her two stances which are good at controlling space as well as a fantastic anti-air, Kagura {{clr|3|2H}}. She also possesses one of the few plus-on-block {{clr|2|2M}}s in the game in ''Kagura'' stance. Almost all of her normals can be confirmed into a good, EX-less knockdown even midscreen.<br />
* '''Ground Mobility''': Narmaya has high run speed and several forward-moving specials that allow her to close the distance. While she has trouble catching airborne opponents, she has little trouble closing the gap on the ground. <br />
| cons =<br />
* '''Weak to Zoning''': Despite having access to Setsuna, Narmaya has difficulty dealing with fireballs and zoning at many ranges, and has to play a higher-risk game to approach.<br />
* '''Unstable Matchups''': Following the above con, Narmaya suffers from polarizing matchups where her Genji mid-range is simply too outclassed to ever let Kagura shine, resulting in the aforementioned higher risks being exaggerated and allowing for very few mistakes.<br />
}}<br />
</div><br />
</div><br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|5L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5L[g],5L[k]<br />
|versioned=input<br />
|description=<br />
{{clr|1|5L}} is a key component of Narmaya's pressure and combo game, due to its high frame advantage.<br />
<br />
This button is arguably the strongest {{clr|1|c.L}} in the game. Its uniquely high range allows her to start {{clr|1|5L}} pressure after a blocked {{clr|1|66L}}. <br />
<br />
{{clr|1|5L[g]}} and {{clr|1|5L[k]}} have the same function. You should generally prefer {{clr|1|5L[k]}}, which is altogether superior in its framedata and range. However, {{clr|1|5L[g]}} as a Genji stance normal can be cancelled into the plus on block {{clr|3|236H}} or {{clr|4|236U}}.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M[g],c.M[k]<br />
|versioned=input<br />
|description=<br />
{{clr|2|c.M}} is mostly a combo and pressure filler.<br />
<br />
{{clr|2|c.M[g]}} and {{clr|2|c.M[k]}} mostly have the same function, with their most important difference being their cancel options. Use whichever stance's version leads to the special cancel that you need. <br />
{{clr|2|c.M[g]}} is also Narmaya's best abare button in Genji stance, as it has the same startup as {{clr|2|c.L}} or {{clr|2|2L}} while having a higher attack level.<br />
{{clr|2|c.M[k]}} is +0 on block, counter hit confirmable and is better at catching jumps than {{clr|2|2M[k]}}, giving it specific uses against characters that like to use defense TK air options.<br />
}}<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H[g],c.H[k]<br />
|versioned=input<br />
|description=<br />
{{clr|3|c.H[g]}} is common combo filler, an useful pressure option and a situational antiair.<br />
<br />
It catches jumpouts well, is easily hitconfirmable or counterhit confirmable, and reaches high enough to catch jump escapes. It must be cancelled to stay safe, but can be made plus on block with a cancel into {{clr|3|236H[g]}}. As an 8f option, {{clr|3|c.H[g]}} is your general punish of choice in Genji stance, and a core part of most of Narmaya's combos.<br />
<br />
{{clr|3|c.H[g]}}'s second hit also is a servicable emergency antiair against enemies that try to cross Narmaya up.<br />
----<br />
{{clr|3|c.H[k]}} is Narmaya's highest-damage regular normal and best 'regular' combo starter.<br />
<br />
This normal has great counterhit reward - linking into itself for huge damage - but using it in pressure and having it be blocked commits you to being - on block, so it must be used wisely.<br />
As a meaty, if {{clr|3|c.H[k]}} is timed properly, it can be plus on block - if the hitstop shows the blade touching the ground, it is plus. The recovery also has some low profile frames.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
*c.XX[G] xx 236H[g] is a frametrap.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
*c.XXX[G] xx 236H[g] is a common gapless pressure string that leaves Narmaya +2 on block while maximizing pushback.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
*Grants knockdown vs. grounded opponents.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender. Use sparingly to catch sleeping opponents.<br />
*Grants a stable soft knockdown off air juggles.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M[g],f.M[k]<br />
|versioned=input<br />
|description=<br />
{{clr|2|f.M[g]}} is Narmaya's main low-commitment poke, and whiff punish of choice.<br />
<br />
This button is a fast, safe and long-reaching poke, and the main button you will be using to control space.<br />
To bring out the full potential of {{clr|2|f.M[g]}}, you must be able to situationally hit confirm it into a knockdown, cancelling into {{clr|3|214H[g]}} followed by {{clr|2|236M[k]}} or {{clr|3|236H[k]}}. Watch out for counterhits or your opponent running at you, then let it rip.<br />
----<br />
{{clr|2|f.M[k]}} is a button with few, niche uses.<br />
<br />
It is the closest thing Narmaya has to a poke in Kagura stance, but you should try not to play neutral in Kagura stance in the first place.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H[g],f.H[k]<br />
|versioned=input<br />
|description=<br />
{{clr|3|f.H[g]}} is one of Narmaya's defining neutral buttons, boasting high range and one-hit-confirm ability at the cost of high recovery.<br />
<br />
This is the big brother of {{clr|2|f.M[g]}}. It is slightly slower, has slightly more range, and can reliably be single hit confirmed into a combo on any hit, due to its high attack level & therefore extended hitstun and hitstop. <br />
Try to always use {{clr|3|f.H[g]}} so that your opponent would have to block it, by using it as a preemptive running or walking poke, where the combination of high attack level, fast run speed and long range can be difficult to deal with. It should not be whiffed as good players ''will'' whiff punish you for it.<br />
----<br />
<br />
{{clr|3|f.H[k]}} is a situational counterpoke and pressure tool.<br />
<br />
This button is essentially an highly active wall of hitbox that excels at crushing weaker pokes, approaches or mashes. Unfortunately, its long recovery, and being part of a stance that you do not play neutral in, make {{clr|3|f.H[k]}} somewhat difficult to use.<br />
<br />
Similar to {{clr|3|f.H[g]}}, it can be one-hit-confirmed relatively easily.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L[g],2L[k]<br />
|versioned=input<br />
|description=<br />
{{clr|1|2L}} is your main low in pressure that chains into other lights.<br />
<br />
As it is negative on block, you will typically chain it into {{clr|1|5L}} when used in pressure.<br />
<br />
{{clr|1|2L[g]}} and {{clr|1|2L[k]}} are functionally identical, with the main difference being {{clr|1|2L[g]}} having slightly more range.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M[g],2M[k]<br />
|versioned=input<br />
|description=<br />
{{clr|2|2M[g]}} is Narmaya's defensive poke of choice.<br />
<br />
This is an important secondary poke to {{clr|2|f.M[g]}}, with shorter range and recovery in comparison. It is also Narmaya's only poke that catches rolls and has no large extended hurtbox.<br />
----<br />
{{clr|2|2M[k]}} is the core of Narmaya's pressure.<br />
<br />
{{clr|2|2M[k]}} is one of the few {{clr|2|M}} attacks in this game that is positive on block, which is a great privilege. <br />
It frametraps into itself up to 3 times, can be linked into and out of {{clr|1|5L[k]}}, counterhit confirms into itself and leads to pain at any range on counter hit. Even after pushing yourself out of range, you can still keep frametrapping using a Genji poke, leading to the same high damage confirms if your hit confirm game is good enough.<br />
<br />
If you wisely use this move together with {{clr|1|66L}} to keep resetting pressure and dispensing plus frames, you will have your opponent tearing their hair out.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H[g],2H[k]<br />
|versioned=input<br />
|description=<br />
{{clr|3|2H[g]}} is Narmaya's antiair typically available to her in neutral.<br />
<br />
It is not the strongest of antiairs due to its relatively high hurtbox, but can now be very reliably confirmed into full conversions off any hit.<br />
----<br />
{{clr|3|2H[k]}} is Narmaya's antiair typically available to her in pressure.<br />
<br />
This antiair is a problem (for your opponent). It is reliable, highly active and extremely good at stuffing cross-ups. It is the bane of anyone trying to jump out of your pressure.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U[g],2U[k]<br />
|versioned=input<br />
|description=<br />
{{clr|4|2U[g]}} is an option to snipe enemies walking back during pressure.<br />
<br />
As a long range low snipe, this button is mostly superseded by {{clr|2|66M}}. It can be made safe, however, and is effective at shorter ranges. <br />
{{clr|4|2U[g]}} also has low profile properties, which also make it a servicable counterpoke, or answer to some tool, depending on the matchup and tool. For example, it reliably low profiles standard fireballs.<br />
----<br />
{{clr|4|2U[k]}} is mostly seen as a hard knockdown ender and confirm piece.<br />
<br />
This is your common resourceless ender for corner combos ending in a {{clr|4|236U[g]}} restand, granting you a hard knockdown and a safejump off it. As it is very difficult to make safe, using it in pressure is an adventure.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
{{clr|1|66L}} is Narmaya's primary approach, pressure reset, meaty, means of taking back her turn, and a strong neutral tool. It also does your taxes. <br />
<br />
Use and abuse. This move is an universal menace in GBVSR, and Narmaya's version is no exception. Due to Narmaya's lack of a traditional {{clr|1|f.L}} she cannot always convert it into a combo on hit, unless the hit is deep, but that hardly makes {{clr|1|66L}} worse.<br />
{{clr|2|[k]2M}} and {{clr|2|[g]2M}} connect as a counterhit confirm.<br />
<br />
{{clr|1|66L}} has identical properties and animation in both Genji and Kagura.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
{{clr|2|66M}} is a very strong approach option against retreating opponents.<br />
<br />
This button has long range for a {{clr|2|66M}} and is basically unpunishable when spaced out. <br />
Couple that with Narmaya's very fast dash, and you get a tool that you can just throw out every time the opponent tries to walk back out of the range of your {{clr|1|66L}} or {{clr|3|f.H[g]}} - in particular, it makes for a strong roundstart option.<br />
<br />
{{clr|2|66M}} has identical properties and animation in both Genji and Kagura.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H[g],66H[k]<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L[g],j.L[k]<br />
|versioned=input<br />
|description=<br />
* Air-to-air<br />
Pretty generic jumping light with infinite active frames. Usable as air-to-air.<br />
----<br />
* Air-to-air<br />
A straight upgrade over the Genji version, with better disjoint, a stronger air-to-air angle and a cancel into Kagura {{clr|3|j.214H}} for possible conversions, or plus frames on block.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M[g],j.M[k]<br />
|versioned=input<br />
|description=<br />
* Jump-in, can cross up<br />
Your button in Genji when jumping on your enemies' heads. Can hit cross-up, but not too far.<br />
----<br />
* Jump-in, dedicated cross-up<br />
Sacrifices frontal range for a large crossup hitbox. Cancelling into {{clr|3|j.214H}} make this button plus from any height, and yields a strong conversion from crossup jumpins.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H[g],j.H[k]<br />
|versioned=input<br />
|description=<br />
* All-round jump in<br />
All-purpose jump-in with great horizontal range that doesn't hit behind Narmaya despite what the animation suggests.<br />
----<br />
* Highest attack level jump in<br />
Exclusively used in safejumps and deep jump-ins. Hits very high above Narmaya, but Kagura {{clr|4|j.U}} is better at covering that angle.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U[g],j.U[k]<br />
|versioned=input<br />
|description=<br />
* Spaced jump-in and air-to-air<br />
* Hard coded to whiff on crouchers<br />
Jumping button with high horizontal range. Excellent when well spaced, but can be low profiled, or beat with far-range antiairs.<br />
----<br />
* All-purpose air button<br />
Useful all-purpose jumping button, usable both as air-to-air and as a jump in.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Butterfly Effect</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
* Narmaya changes from Genji stance to Kagura stance or vice-versa, changing her normals and special moves.<br />
* If swapping to Kagura stance, a blue butterfly will be shown, and if swapping to Genji stance, a red butterfly will be shown.<br />
* When done alone, the swapping has a bit of a lengthy recovery time, but that can be canceled into anything except for walking after ~9 frames. This can be used to change stances in neutral, by pressing 5U and then quickly tapping the guard button to cancel the recovery.<br />
* Its most important property, however, is that this can be used while you're in the middle of a move. If used in this way, Narmaya has no extra recovery at all, and as soon as she returns to neutral, she'll be in the other stance. Mastering this is a core part of her corner combos and her pressure.<br />
<br />
For those familiar with Jojo:HFTF, the idea behind each stance is similar to Chaka's Stand ON/OFF. With long-range tools such as {{clr|2|f.M}} and Setsuna, Genji stance is an excellent neutral stance, whereas Kagura's faster normals with higher frame advantage make it an ideal stance for close ranges.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Narmaya's forward throw gives her an auto-timed safejump in the corner by holding up-forward directly after it finishes, or even midscreen with an instant super jump Kagura {{clr|3|j.H}}. The back throw has higher recovery and doesn't allow for safe jumps.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
* Air-to-air when anticipating air stall<br />
Generic air throw. Usable as a preemptive or reactive air-to-air. Air throw is allowed to side swap in this game, which makes it a more valuable option if you can gain the corner with it.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH~MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Setsuna</big>===<br />
{{Micon|1}} {{Micon|3}} {{InputBadge|236X}} or {{InputBadge|2/5S}} during Genji Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L[g],236M[g],236H[g]<br />
|versioned=input<br />
|description=<br />
* Long range high whiff recovery projectile that clashes with projectiles.<br />
Narmaya does a far-reaching horizontal slash forwards. Clashes with single hit projectiles. Multi-hit projectiles, such as Gran's H Reginleiv which has 3 hits, will only have one of their 'hits' canceled. <br />
At close to medium range, both the L and M versions will send the opponent up into the air slightly before putting them into a soft knockdown, whereas hitting them at medium to far range with this move will only make the opponent slightly recoil with no knockdown. The H version will follow the first behavior regardless of distance, however, results in a hard knockdown, and can wallbounce at close to medium range if the opponent is to the corner. All versions suffer reduced damage if hit at medium to far range.<br />
----<br />
;L Version<br />
* Fast startup, high recovery.<br />
The L version is a pretty swift slash, making it a long-range poke useful for keeping your opponent at bay in neutral, stuffing fireball attempts, punishing a zoning attempt, or a whiffed move. But it is also a move you have to be careful with, since it yields you little damage if it hits, but has enough recovery to eat a high-damage punish if your opponent jumps over it or rolls through it. Usually not worth it.<br />
----<br />
;M Version<br />
* Slow startup, short recovery.<br />
* Links into most pokes on hit.<br />
* Extended counter hit hitstun.<br />
The M version has a longer startup, can be delayed even longer and is very plus on block. You can mix it up with the L version to throw off your opponent's rhythm, or use it as a pressure reset against overly respectful opponents. Useful in neutral against opponents happy to roll through the L version, but still loses to jumps. Do not use against characters with an long-range invincible super on deck.<br />
----<br />
;H Version<br />
* Best of both worlds.<br />
* Counterhit conversion into Genji {{clr|2|f.M}} midscreen. <br />
* Wallbounce conversions in the corner.<br />
The H version combines frame advantage, speed and higher safety on whiff. It is plus on block, fast enough to frametrap, extends corner combos and can just be thrown out there to fish for unreactable hard knockdowns from mid screen. Use and abuse.<br />
}}<br />
<br />
===<big>Absolute Horizon</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}} during Genji Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L[g],623M[g],623H[g]<br />
|versioned=input<br />
|description=<br />
* True reversal<br />
* Emergency or fallback anti-air, but bad at hitting cross-ups<br />
A classic reversal DP. Also your staple fallback anti-air in Genji if you have no time for {{clr|3|2H}}, or no confidence it'll win. All versions are air unblockable on the first hit, and EX is fully air unblockable. If you use it as a reactive anti-air, either use the easy input version or buffer the DP motion ahead of time.<br />
If only the second hit of the M version hits as a high counter hit, you get a combo off it - this can happen against high anti-antiairs like Percival {{clr|4|j.U}}.<br />
}}<br />
===<big>Transient</big>===<br />
{{Micon|15}} {{InputBadge|214X}} or {{InputBadge|4S}} during Genji Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L[g],214M[g],214H[g]<br />
|versioned=input<br />
|description=<br />
* Command dash that cancels into other specials, main hit confirm tool<br />
* L and M versions are special cancellable from frame 13<br />
* H version is special cancellable from frame 10<br />
* Only the M version passes through the opponent, switching sides and turning around when they do so<br />
A forward command dash. All versions can be canceled into Kagura stance specials, {{clr|3|236236H}} or {{clr|4|236236U}}. Canceling into Kagura specials will also switch your stance to Kagura automatically.<br />
<br />
The H version can be canceled earlier than L or M, allowing better confirms off more buttons, and is usually your command dash of choice for hit confirms.<br />
For confirms, you will usually confirm into {{clr|2|236M}} midscreen for good pressure, or {{clr|3|236H}} for Narmaya's full, high damage corner combo. On good counter hits, combos into SBA are possible. If you missed a hit confirm, you can cancel into 214X instead to keep yourself safe.<br />
<br />
Only the M version can cross behind the opponent, and cancelling into specials from that side switch hits as a crossup. Keep in mind that your followup input will be interpreted from the side before you crossed up. For example, to get Kyokasuigetsu (236X) after crossing up, you would technically input 214X. While switching sides when cornered into a Kagura {{clr|3|236H}} can be very rewarding, keep in mind any side switch mixup in this game can be foiled by the block button.<br />
}}<br />
<br />
===<big>Kyokasuigetsu</big>===<br />
{{Micon|6}} {{Micon|7}} {{InputBadge|236X}} or {{InputBadge|2/5S}} during Kagura Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L[k],236M[k],236H[k]<br />
|versioned=input<br />
|description=<br />
* Main combo ender, or close to corner combo starter<br />
* Faster startup when canceled into from a Transient (214X) command dash<br />
<br />
;L Version<br />
* Hits once.<br />
The 2.70 patch changes turn this move into a safe poke or spaced approach, in exchange for losing the knockdown. On hit, it now air resets, with enough time to dash up with a meaty.<br />
----<br />
;M Version<br />
* Hits twice for more damage and covers more ground. <br />
Your EX-less hit confirm and combo ender of choice. Good damage, and good knockdown that leaves more than enough time to run in with any meaty or throw you want. Do not use on block.<br />
----<br />
;H Version<br />
* Hits three times.<br />
Leads to a combo in the corner, or a safejump midscreen. Most characters can now punish it on block, with the exception of Ferry, Metera and Narmaya in Genji stance. Extremely important cooldown to start her corner combos, Narmaya will be far less threatening in pressure during Kagura stance if she does not have this cooldown.<br />
}}<br />
<br />
===<big>Mugenkagura</big>===<br />
{{Micon|4}} {{InputBadge|623X}} or {{InputBadge|6S}} during Kagura Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L[k],623M[k],623H[k]<br />
|versioned=input<br />
|description=<br />
* High/mid parry that beats safejumps<br />
<br />
Autoguard stance that parries highs and mids. Follows up with a counter slash after parrying an attack, or after some time passes. Usable as a reaction to slow specials or a last resort anti-air that loses to empty jumps. Freezes the opponent on parry, allowing it to win against safe jumps.<br />
----<br />
;L Version<br />
* Quick startup. <br />
You can combo into it off close autocombos.<br />
----<br />
;M Version<br />
* Slower.<br />
* More damage.<br />
Basically impossible to combo into, only used for hard reads when you really need the extra parry time.<br />
----<br />
;H Version<br />
* Not actually as fast as the L version. Still fast enough for combo uses, and Narmaya's staple ender for full corner combos.<br />
* Hard knockdown on hit.<br />
}}<br />
<br />
===<big>Crescent Moon</big>===<br />
{{Micon|14}} {{InputBadge|214X}} or {{InputBadge|4S}} during Kagura Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L[k],214M[k],214H[k]<br />
|versioned=input<br />
|description=<br />
* Safe-on-block frametrap that crushes ground buttons<br />
<br />
Not an overhead, but has more frame advantage if blocked crouching. <br />
Has a built-in jump on startup, so it crushes most grounded buttons, but the reward for it isn't high and a waiting opponent can anti-air Narmaya out of the flip.<br />
----<br />
;L Version<br />
* Slow.<br />
* Flips forward a short distance, almost never crosses up. <br />
* Can be plus when spaced at the very tip of its range.<br />
----<br />
;M Version<br />
* Slower.<br />
* Moves Narmaya farther than the L version, crosses up at close range. <br />
* Can be plus when spaced as a deep cross-up.<br />
----<br />
;H Version<br />
* Always plus.<br />
* Faster than L or M versions.<br />
* Can be steered by holding [6], to follow the M versions trajectory instead of the L version's.<br />
Functions as a faster jump-in, effective at midrange against opponents that focus on the ground game and difficult to anti-air without a DP.<br />
}}<br />
<br />
===<big>Crescent Moon (Midair)</big>===<br />
{{Micon|14}} {{InputBadge|j.214X}} or {{InputBadge|j.5S}} during Kagura Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.214L[k],j.214M[k],j.214H[k]<br />
|versioned=input<br />
|description=<br />
* Anti-anti air and ground button whiff punish<br />
* Gives better jump-in or air-to-air confirms<br />
* Pressure tool when done as TK, especially the EX<br />
<br />
----<br />
;L Version<br />
* Bounces backward<br />
* Better and faster at hitting in front<br />
* Huge downward hitbox, can be used as anti-anti-air<br />
* Slightly stalls before landing, lowest possible version is +4 on block and leads to counterhit confirms<br />
----<br />
;M Version<br />
* Bounces forward<br />
* Better and faster at hitting behind<br />
* Usually not plus<br />
----<br />
;H Version<br />
* Always plus, especially on air block<br />
* Behaves similarily to M version, not L version<br />
* When done as TK, strong pressure reset and throw bait that is 9f of startup including jump startup, +2 on block and on counterhit combos midscreen into Genji f.M<br />
* Midscreen combos when used as crossup jump-in<br />
* Staple corner combo tool<br />
<br />
Air special. All versions change air momentum on hit, which gives them useful properties done just above the ground as TK specials. Comes out very fast as it does not have the jump that the ground version has. Can be used to combo off air-to-air hits or off jump-ins that would normally be too high.<br />
*Values in [] are for the Tiger Knee'd version<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Setsuna</big>===<br />
{{Micon|1}} {{Micon|3}} {{InputBadge|236U}} or {{InputBadge|2/5S+U}} during Genji Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U[g]<br />
|versioned=input<br />
|description=<br />
An actual Judgement Cut. At a distance it'll do a short launch on hit, but at close range it'll leave the opponent crumpled right in front of Narmaya, making it a potent combo starter in a similar way to {{Character Label|GBVSR|Katalina|label=Katalina's}} {{MMC|chara=Katalina|input=236U|label=Ultimate Frozen Blade}}.<br />
}}<br />
<br />
===<big>Ultimate Absolute Horizon</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}} during Genji Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U[g]<br />
|versioned=input<br />
|description=<br />
A reversal that beats safejabs. Finishes with a spike downwards, the hard knockdown leaving the opponent close to Narmaya.<br />
}}<br />
<br />
===<big>Ultimate Transient</big>===<br />
{{Micon|15}} {{InputBadge|214U}} or {{InputBadge|4S+U}} during Genji Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U[g]<br />
|versioned=input<br />
|description=<br />
A version of Transient that teleports Narmaya behind her opponent. It's invulnerable while travelling, so is a capable response to projectiles.<br />
}}<br />
<br />
===<big>Ultimate Kyokasuigetsu</big>===<br />
{{Micon|6}} {{Micon|7}} {{InputBadge|236U}} or {{InputBadge|2/5S+U}} during Kagura Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U[k]<br />
|versioned=input<br />
|description=<br />
A version of Kyokasuigetsu that allows for combos anywhere on the screen due to its shallow upwards launch angle.<br />
}}<br />
<br />
===<big>Ultimate Mugenkagura</big>===<br />
{{Micon|4}} {{InputBadge|623U}} or {{InputBadge|6S+U}} during Kagura Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U[k]<br />
|versioned=input<br />
|description=<br />
A version of Mugenkagura that exchanges its parry properties for super armor. <br />
}}<br />
<br />
===<big>Ultimate Crescent Moon (Air OK)</big>===<br />
{{Micon|14}} {{InputBadge|214U}} or {{InputBadge|4S+U}} during Kagura Stance<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U[k],j.214U[k]<br />
|versioned=input<br />
|description=<br />
A fast version of Crescent Moon with a teleport at the start. The hard knockdown leaves the opponent right in front of Narmaya.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>One Hundred Cloudscapes</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
* Short-range, fast confirm super<br />
* Great anti-air<br />
<br />
Launches the opponent up and catches them with an elegant sword spin on the way down. Has a large vertical hitbox but short horizontal reach, making it difficult to connect in some situations but also an excellent anti-air. To increase the range, you can cancel into it from Utakata (214X[g]). <br />
<br />
If you hold down the button on hit, only the initial launching attack will come out. This lets you continue with your own combo, or take time to create various mixups. Usually, this is not worth it compared to the full animation, but it can be used if you would otherwise not get a full combo at all.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Butterfly Effect: Ame-no-Uzume</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
* High horizontal range and damage, combos off any poke<br />
* Crosses up on animation<br />
<br />
Invincible startup, with a far, far longer range than {{clr|3|236236H}}. Activates a cinematic that deals more damage and switches sides if it hits at close range. You can combo off a lot of different pokes or use it in close-to-corner juggles where nothing else would reach.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Narmaya}}<br />
{{GBVSRweapons|Size=120|Character=Narmaya}}<br />
<br style="clear:both;"/><br />
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==Navigation==<br />
<center>{{Character Label|GBVSR|Narmaya|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
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{{GBVSR/Navigation}}<br />
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[[category:GBVSR Characters|Narmaya]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=432389GBVSR/Zeta2023-12-25T00:34:35Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|{{clr|2|f.M}}]], [[#f.M|{{clr|2|2M}}]] and [[#f.H|{{clr|3|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
'''NO LONGER BLOWS THOUGH PROJECTILES AS OF LATEST PATCH'''<br />
----<br />
;L Beam<br />
* It's a beam.<br />
The fastest version, in both startup and recovery. Main version to use generically.<br />
----<br />
;M Beam<br />
* Slower startup. <br />
* Can be delayed by holding down the button.<br />
The delayed version can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
----<br />
;H Beam<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
----<br />
;L Spear<br />
* Allows for one follow-up.<br />
The general version you'll combo into the most. Generally combos consistently from her medium pokes after the 1.2.1 patch.<br />
----<br />
;M Spear<br />
* Allows for one follow-up.<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
* Allows for two follow-ups instead of just one. <br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
----<br />
;L Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for one follow-up.<br />
Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
* Zeta travels directly upwards. <br />
* Allows for one follow-up.<br />
Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for two follow-ups, not just one. <br />
Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
----<br />
;L Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for one follow-up.<br />
Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
* Zeta travels directly downwards. <br />
* Allows for one follow-up.<br />
Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for two follow-ups, not just one.<br />
Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. When activated midair, Zeta dives diagonally toward the ground. Since this skill covers a long range, it can be used as a combo finisher from afar.<br />
<br />
* Can be option selected with meaty light normals when used as a reversal.<br />
* Can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm when she has full meter.<br />
* The air version can be used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs.<br />
* Does 1000 less damage when connected from far range. Using the technical input will increase the range of the max-damage connect.<br />
* Unfortunately, not amazing as an anti-projectile super unlike other forward moving supers.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art.<br />
<br />
* Can be option selected with meaty light normals when used as a reversal.<br />
* Almost never gets the full connect when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Awkward trajectory makes this difficult to use outside of corner combos or autocombo confirms. Cannot be confirmed into from her far normals.<br />
* Places Zeta midscreen, quite far from the opponent regardless of easy or technical input, making her okizeme somewhat weak. Try to use this when it will kill the opponent.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Zeta]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Zeta&diff=432388GBVSR/Zeta2023-12-25T00:32:20Z<p>JC: Moved to Pros/Cons per admin decision on the format. Somewhat copypasted, somewhat updated.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is offense-oriented character with strong neutral, movement, and okizeme.<br />
| pros =<br />
* '''Strong Pokes''': Zeta boasts pokes with above-average range in [[#f.M|f.M]], [[#f.M|2M]] and [[#f.H|f.H]], all of which combo consistently into Spear of Arvess for excellent corner carry. At longer range, Zeta can check opponents with [[#Infinite Wonders|Infinite Wonders]], which has slow startup and recovery but travels full screen almost instantly as a {{Tt|beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} projectile, making it excellent for deterrence.<br />
* '''[[#Spear of Arvess|Spear of Arvess]]''': Zeta's most defining move, granting her very strong mobility both on the air and ground, being able to bait anti-airs or play an effective hit-and-run playstyle. The Ultimate Skill version is also impressively powerful, being both speedy and doing immense damage on its own, complete with a wallbounce for hugely damaging followups.<br />
* '''Consistent Oki''': Can very easily get safejumps on her combos, which lead to scary okizeme options.<br />
| cons =<br />
* '''Slow Mediums:''': Zeta's pokes are slower than average, which makes her ability to {{keyword|abare}} in close range awkward.<br />
* '''Parry Reversal''': Zeta's [[#Rhapsody|Rhapsody]] is a parry instead of a true DP, making it inconsistent as a reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Without it, her defensive options are limited to the basic universal options. Her [[#Skybound Art|Skybound]] and [[#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights.<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Zeta attacks with the back of her spear. Standard Granblue {{clr|L|c.L}} and Zeta's main pressure tool.<br />
* Links into {{clr|M|c.M}} and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} on counterhit.<br />
* Links into {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|H|f.H}} against crouching opponents.<br />
* Does not have enough hitstun on its own to combo into Zeta's special moves<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Knee to the face. Combos from {{clr|1|c.L}} naturally and is her best route out of a close light hit. Pressing this normal generally ends Zeta's turn unless she wants to take a risk with Spear of Arvess or reset pressure from her autocombo.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Zeta's ideal punish starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option to beat delay tech.<br />
* Links into itself or {{clr|3|f.H}} on counter hit.<br />
* Combos into nearly all of Zeta's specials including meterless {{MMC|input=214L|label=Rhapsody}} followups.<br />
** Interestingly, {{clr|H|c.H}} does ''not'' combo into H Infinite Wonders, requiring an autocombo follow-up first.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but is inconsistent against crouching or short opponents at long range. <br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], unlike {{clr|L|c.L}}.<br />
* Links into {{clr|U|2U}} on counterhit if Zeta is in range for its first hit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Zeta's main pokes. {{clr|2|f.M}}'s long reach is excellent for controlling midrange space. It tends to be at its strongest at max range, as most characters have faster poking normals than her {{clr|M|f.M}} at the cost of shorter reach. Typically confirmed into {{clr|L|L}} Spear, but can drop at max range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Faster and more active than {{clr|2|f.M}}, but a little shorter than both that normal and {{clr|M|2M}}. Crushes those pesky mediums that are faster than hers due to clash priority. Excellent as a whiff punish due to its hitstun and aforementioned priority when used preemptively.<br />
* Combos into {{clr|M|M}} Spear, but may drop at max range.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Zeta's fastest low. Chains into itself up to 3 times with dash momentum. Not as strong of a pressure tool as {{clr|L|c.L}}, but still important as a way to check opponents from trying to walk out of her pressure.<br />
* Due to {{clr|L|f.L}}'s hitbox, a sequence like {{clr|L|2L}} {{clr|L|2L}} {{clr|L|f.L}} may drop on crouching opponents.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Zeta's other main poke, in tandem with {{clr|2|f.M}}. This normal has slightly worse range than the standing variant but is faster overall. {{clr|M|2M}} is her main method of checking rolls or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|3|f.H}}.<br />
* Combos into {{clr|L|L}} or {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. <br />
** {{clr|L|L}} Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps. It will combo into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, giving consistent reward. Can also link into far buttons on counterhit if '''22X''' is on cooldown or otherwise unavailable.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff. Like most {{clr|4|2U}}s, this grants a hard knockdown and an easily timed safe jump after on grounded opponents. Also makes for an incredibly easy SBA confirm due to the two hits. Combos into {{clr|L|L}} and {{clr|H|H}} [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], but {{clr|L|L}} Spear tends to be pretty finnicky outside of point blank range.<br />
* Both hits are lows and have no gap.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
The universal +2 dash attack and one of Zeta's best pressuring moves.<br />
If blocked at a close enough range you can link a {{clr|2|c.M}} to create a true blockstring that will counter hit any mash attempts except for invincible reversals. At further ranges your options are somewhat limited. You can link a {{clr|1|f.L}} at any range but this can be easily low profiled by a crouching opponent. You can also link a {{clr|1|2L}} but beware that this will whiff at max range.<br />
* Cannot be special or super cancelled<br />
* On counter hit at long range can link into {{clr|3|f.H}} but beware that it cannot link into {{clr|3|c.H}}<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
An advancing low that causes a recoverable knockdown on hit. It is unsafe on block but can be made safer if properly spaced. Other than that this is an unremarkable move. Use at further ranges where you think {{clr|4|2U}} will whiff.<br />
* Cannot be special or super cancelled<br />
* On hit it gives you enough time to run up and close the gap between you and your opponent<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An advancing minus on block poke that is extremely scary on hit. It has greater range than {{clr|1|66L}} but unlike that move it is very unsafe on block making it easily punishable when blocked at close range. For this reason on top of it's slow startup it is best to use this move at a further range. Despite its poor recovery on block, it can be hard or even impossible for certain characters to punish this move when spaced properly, especially without meter.<br />
* Cannot be special or super cancelled<br />
* On hit can easily link into a {{clr|3|f.H}} or {{clr|3|c.H}} for a devastating combo<br />
* At tip range {{clr|3|f.H}} may whiff so if you want to be safe use {{clr|2|f.M}} Instead<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Relatively standard {{clr|1|j.L}} that is active until landing.<br />
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVSR/Lancelot#Turbulenz|Turbulenz]].<br />
* Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|4|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|4|2U}}.<br />
}}<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.<br />
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.<br />
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|4|j.U}}.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.<br />
* Can be used for some far midscreen safejumps.<br />
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|4|j.U}}.<br />
* Also used as combo filler after combos using Rhapsody's H followup in the corner.<br />
}}<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, but only the first hit is an overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. <br />
<br />
* Carries the opponent up with you on hit, but it only moves you upwards on block.<br />
* When performed midscreen, the later {{clr|4|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button.<br />
* When the first {{clr|4|j.U}} is performed low enough, all 3 {{clr|4|j.U}}s in the sequence will be safe to reversals, and not just the first.<br />
* ''Any'' jump normal can be performed after a {{clr|4|j.U}} hits or is blocked, which can create frametraps on block.<br />
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence.<br />
* 2 hits of {{clr|4|j.U}} into {{clr|2|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
===<big>Signo Drive</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.<br />
* Does ''not'' deal any chip damage on block<br />
* Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly<br />
* Final hits may begin to whiff if mashed too long on block<br />
* Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry<br />
* Using [[{{PAGENAME}}#Rhapsody|Rhapsody]] directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.<br />
'''NO LONGER BLOWS THOUGH PROJECTILES AS OF LATEST PATCH'''<br />
----<br />
;L Beam<br />
* It's a beam.<br />
The fastest version, in both startup and recovery. Main version to use generically.<br />
----<br />
;M Beam<br />
* Slower startup. <br />
* Can be delayed by holding down the button.<br />
The delayed version can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.<br />
----<br />
;H Beam<br />
* Hits twice at close range.<br />
* Wallbounces in the corner. <br />
Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it. Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end. In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.<br />
}}<br />
<br />
===<big>Spear of Arvess</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.<br />
----<br />
;L Spear<br />
* Allows for one follow-up.<br />
The general version you'll combo into the most. Generally combos consistently from her medium pokes after the 1.2.1 patch.<br />
----<br />
;M Spear<br />
* Allows for one follow-up.<br />
Slower, but travels further than the L version. Only combos from {{clr|3|f.H}} or auto combo.<br />
----<br />
;H Spear<br />
* Allows for two follow-ups instead of just one. <br />
Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown.<br />
}}<br />
<br />
===<big>Spear of Arvess (Rise)</big>===<br />
{{Micon|11}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.<br />
* All versions are air unblockable for the first strike, but not for any of the followups.<br />
* Can be used raw as an anti-air for specific jump arcs or far jumps.<br />
----<br />
;L Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for one follow-up.<br />
Good for basic anti-air combos.<br />
----<br />
;M Spear<br />
* Zeta travels directly upwards. <br />
* Allows for one follow-up.<br />
Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.<br />
----<br />
;H Spear<br />
* Zeta travels diagonally upwards.<br />
* Allows for two follow-ups, not just one. <br />
Generally used in anti-air combos or as corner combo filler.<br />
}}<br />
<br />
===<big>Spear of Arvess (Fall)</big>===<br />
{{Micon|11}} {{InputBadge|j.22X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.22L,j.22M,j.22H<br />
|versioned=input<br />
|description=<br />
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the ''same'' cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with {{clr|1|j.22L}}.<br />
----<br />
;L Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for one follow-up.<br />
Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.<br />
----<br />
;M Dive<br />
* Zeta travels directly downwards. <br />
* Allows for one follow-up.<br />
Mainly just useful for baiting anti-airs while directly above an opponent.<br />
----<br />
;H Dive<br />
* Zeta travels diagonally downwards. <br />
* Allows for two follow-ups, not just one.<br />
Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.<br />
<br />
<br />
}}<br />
<br />
===<big>Spear of Arvess Follow-up</big>===<br />
{{InputBadge|Spear of Arvess > Any direction + X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623X~4X/6X,623X~8X,623X~7X/9X,22X~6X/4X,22X~9X/8X/7X,22X~1X/2X/3X<br />
|versioned=input<br />
|description=<br />
All versions of Spear of Arvess (623X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.<br />
* Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.<br />
* A common tactic is to input 623X~6X on hit and 623X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.<br />
* These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.<br />
* Okizeme varies depending on the followups used. 623X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.<br />
* The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the [[GBVSR/Zeta/Combos#Combos|Combos]] section for some combo examples using 623X and 22X.<br />
}}<br />
<br />
===<big>Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.<br />
<br />
* The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.<br />
* Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the [[{{PAGENAME}}#Knee Assault|Knee Assault]] followup.<br />
* The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.<br />
* Unlike some other armored moves in the game, like Katalina's [[GBVSR/Katalina#Light Wall|Light Wall]], Zeta can actually armor multiple hits.<br />
* None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.<br />
* Getting hit by a high/low/mid that a version of Rhapsody does not cover leads to taking a counter hit.<br />
----<br />
;L Rhapsody<br />
* Armors highs and jumping attacks. <br />
If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's [[GBVSR/Gran#Overdrive Surge|Overdrive Surge]]. Cannot be used to call out low hitting forward moving moves, such as Eustace's [[GBVSR/Eustace#Close Combat Followups|Takedown]]. Especially risky against Percival as counter hit [[GBVSR/Percival#Schneiden|Schneiden]] leads to combos. <br />
----<br />
;M Rhapsody<br />
* Armors lows. <br />
This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version. As this version loses to mids, it is a very risky and situational callout.<br />
----<br />
;H Rhapsody<br />
* Armors all strike and projectile attacks. <br />
Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody. Not recommended for use in neutral since L Rhapsody is good enough and does not put the move on cooldown.<br />
}}<br />
<br />
===<big>Crimson Cleave</big>===<br />
{{InputBadge|Rhapsody > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L<br />
|description=<br />
Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.<br />
<br />
* Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.<br />
* The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.<br />
* When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.<br />
}}<br />
===<big>Rising Split</big>===<br />
{{InputBadge|Rhapsody > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > M<br />
|description=<br />
Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.<br />
<br />
* Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.<br />
* On counter hit, Zeta can dash {{clr|3|f.H}} or {{clr|2|f.M}} midscreen for a followup combo.<br />
* When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.<br />
}}<br />
===<big>Knee Assault</big>===<br />
{{InputBadge|Rhapsody > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > H<br />
|description=<br />
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.<br />
<br />
* Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.<br />
* Not generally a good raw anti-air unless you armor a jumping move first.<br />
* Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.<br />
* Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.<br />
* Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Infinite Wonders</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Infinite Wonders that's ideal for winning fireball wars. Pierces through other fireballs.<br />
}}<br />
<br />
===<big>Ultimate Spear of Arvess (Air OK)</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U, 22U, j.22U<br />
|versioned=input<br />
|description=<br />
A fast version of Spear of Arvess that upon hit, transitions into a cinematic beam. Wallbounces anywhere on screen, allowing for followups.<br />
}}<br />
<br />
===<big>Ultimate Rhapsody</big>===<br />
{{Micon|4}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Stronger version of Rhapsody. When countering an attack, transitions into a cinematic hit that launches the opponent fullscreen for a hard knockdown.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Resolute Strike</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H,j.236236H<br />
|versioned=input<br />
|description=<br />
Performs a powerful strike attack. When activated midair, Zeta dives diagonally toward the ground. Since this skill covers a long range, it can be used as a combo finisher from afar.<br />
<br />
* Can be option selected with meaty light normals when used as a reversal.<br />
* Can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm when she has full meter.<br />
* The air version can be used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs.<br />
* Does 1000 less damage when connected from far range. Using the technical input will increase the range of the max-damage connect.<br />
* Unfortunately, not amazing as an anti-projectile super unlike other forward moving supers.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sirius Roar</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art.<br />
<br />
* Can be option selected with meaty light normals when used as a reversal.<br />
* Almost never gets the full connect when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.<br />
* Awkward trajectory makes this difficult to use outside of corner combos or autocombo confirms. Cannot be confirmed into from her far normals.<br />
* Places Zeta midscreen, quite far from the opponent regardless of easy or technical input, making her okizeme somewhat weak. Try to use this when it will kill the opponent.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Zeta}}<br />
{{GBVSRweapons|Size=120|Character=Zeta}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Zeta|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Zeta]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Yuel&diff=432385GBVSR/Yuel2023-12-25T00:19:03Z<p>JC: I'm getting trolled.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A descendant of certain ancient bloodline that inherits Foxflame, which they can control through their unique dance. Yuel is a close-range rushdown specialist who can pressure her opponent using her Third Dance stance, which allows her to aggress with multiple advantageous and rewarding normals while automatically countering any mid attacks from the opponent. Although she lacks consistent high damage and long-range tools, good reads will allow the player to reset pressure repeatedly and prance around the opponent in ways that no other characters are capable of.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is an offensive character that dances around her opponents using backflips and stances.<br />
| pros =<br />
* '''Excellent Movement:''' Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her Hanaarashi backstep and her {{clr|4|j.U}}, allowing her to remain evasive and close the distance on the opponent in unique ways.<br />
* '''Oppressive Pressure:''' Yuel sports strong offensive specials such as Foxflame, and can transition into and out of her Third Dance stance in order to maintain pressure on the opponent with numerous advantageous moves.<br />
* '''Great Neutral Game:''' With {{clr|2|f.M}}, {{clr|2|2M}}, {{clr|1|L}} Starlit Sky, Yuel boasts a number of safe, forward moving attacks that can be used to poke or whiff punish the opponent very easily from mid-range.<br />
| cons =<br />
* '''Low Damage:''' Yuel has only one consistent corner combo starter is {{clr|3|H}} Starlit Sky which leads to relatively mediocre damage in the corner. In general, her damage from most connects is below average.<br />
* '''Struggles at Range:''' Yuel is strongest at mid to close range, so she can potentially struggle against characters who can keep her at bay with strong heavy pokes or projectiles.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Standard Granblue {{clr|1|c.L}}. Used for pressure and tick throws due to its strong frame advantage on block. Comes with great linking options for combos and chains into her other light normals.<br />
* Links into {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}} on crouch or counterhit.<br />
* Links into {{clr|H|f.H}} on counterhit.<br />
* Any medium normal, {{clr|H|c.H}}, and {{clr|U|2U}} will frame trap.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Negative on block which is normally a detriment to {{clr|M|c.M}} normals, but comes with a much larger activation range than average to compensate. Complements Yuel's offense well as she has plenty of other plus moves to work with. {{clr|M|c.M}} is more of a tool to capitalize on plus frames due to its speed and reach.<br />
* Does not hit on both sides of Yuel as the animation would suggest.<br />
* Above average activation range.<br />
* Links into itself or {{clr|L|f.L}} on counterhit.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Yuel's {{clr|3|c.H}} does a bit less damage than average but is pretty strong for pressure due to its speed and high hitstun. It is the only way to frametrap into {{clr|3|H}} Foxflame and the only way to ''combo'' into {{clr|3|H}} Foxflame on a grounded opponent, though they must be crouching. The speed and far activation range make it pretty strong in punish situations where some characters can only use medium or even only light normals.<br />
* All hits are cancelable into autocombo or specials.<br />
* Above average activation range.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Much stronger than the average {{clr|L|f.L}} due to its higher frame advantage and low guard property. Works very well with {{clr|L|66L}} pressure and her other tools. Safely buffers into her {{MMC|input=236L|label={{clr|L|L}} Starlit Sky}} for extended pressure. An excellent button overall. <br />
* Links into itself if in range.<br />
* Links into {{clr|M|2M}} on crouching or counterhit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
This is an amazing button and easily a candidate for one of the best {{clr|2|f.M}}s in the game. It has a relatively quick 9 frames of startup and hits twice, controlling a lot of space in front of Yuel while being easy to hitconfirm. The forward movement is both a blessing and a curse as it's a fantastic whiff punish tool but must be cancelled in order to stay safe.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Counterpoke-style {{clr|H|f.H}}, great for stopping approaches and beating other {{clr|M|f.M}}s via clash priority. Does not change Yuel's hurtbox very much, unlike what the animation may suggest. Relatively easy to confirm into {{clr|M|236M}} midscreen or {{clr|H|236H}} in the corner for good damage.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Yuel's fastest low. Better than average by simply being able to chain into Yuel's {{clr|L|f.L}}. Good pressure tool but generally needs to be chained in order to establish a threat other than another low.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
The crouching complement to {{clr|2|f.M}} and a great normal to use after Yuel's plus on block options when spaced out. While it doesn't sport some of {{clr|M|f.M}}'s better qualities, its speed and deceptive range let it compete. Good to use as a supplement if people are trying to counterpoke {{clr|2|f.M}} with crouching buttons.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Reliable anti-air, but a bit unorthodox. Because it hits twice, counterhits will not carry between the first and second hit. Air hit {{clr|H|2H}} is one of only two ways to combo into {{MMC|input=22H|label={{clr|H|H}} Foxflame}}, with the other being crouching hit {{clr|H|c.H}}. These properties combined make {{clr|H|2H}} combos highly consistent. <br />
* Combos into {{clr|H|22H}} on airborne opponents.<br />
* Combos into {{clr|M|22M}} and {{MMC|input=5U-2H|label=Yugetsu}} on air counterhit.<br />
** Must be 2nd hit only or cancelled on the first hit.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Yuel's second longest reaching low. Strong at stopping opponents from walking away from her pressure and generally safer to use than {{clr|M|66M}} when close.<br />
* Special cancellable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Advancing, plus on block pressure tool. Works wonders with the rest of Yuel's kit as she already has plenty of plus frames and pressure resets to work with.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Surprisingly long-reaching sword slide. Hits farther than the animation would suggest, which is wild considering the animation itself. Can be spaced to be a little safer, but will usually be -5 at best.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Yuel whips her tail at her opponent. Stops her dead in her tracks. Mostly useful for anti-air combos, but will trade in Yuel's favor.<br />
* Launches opponents on hit.<br />
* Links into {{clr|M|f.M}}.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Yuel's longest reaching air normal, making it her go-to air-to-air. Hits once unlike Yuel's other air normals, which can give her combos upon reaching the ground.<br />
* Active until landing.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
* Only the first hit that connects is an overhead.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Has a bigger gap between hits than {{clr|M|j.M}}, making Yuel plus if used from higher up.<br />
* Only the first hit that connects is an overhead.<br />
* Unique for a {{clr|3|j.H}} as it can hit crossup.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Air stall-style {{clr|U|j.U}}. Hits repeatedly until Yuel touches the ground and is not an overhead.<br />
* Can pass through opponent during the move, but {{clr|U|j.U}} will never hit as a crossup.<br />
* Recovery starts when Yuel touches the ground.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Third Dance (Stance)</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5U-U,5U-66,5U-44,5U-Catch<br />
|versioned=input<br />
|description=<br />
Stance changes all of Yuel's normals and movement options. She retains access to her throws, though they perform an auto-dash before performing the throw (see Throw section).<br />
*If struck while in stance, Yuel does an automatic counter (Eye of the Sparrow).<br />
** Counters all mid attacks including strike based SSBAs.<br />
** Loses to projectiles despite projectiles being classified as mids.<br />
** Loses to lows, overheads, and throws.<br />
*Yuel cannot block or Cross Over during stance, but can perform Evade.<br />
*Pressing guard while in stance will cause Yuel to dodge regardless of directional input. <br />
*Yuel cannot walk forwards nor backwards during stance.<br />
*Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.<br />
<br />
Beats standard reversals such as {{keyword|DP}}s and strike-supers, but will not protect against projectile based supers such as {{Character Label|GBVSR|Gran}}'s [[GBVSR/Gran#Catastrophe|Catastrophe]]. This can be used to encourage enemies to mash low attacks and allow you to structure frame traps with her stance buttons.<br />
}}<br />
<br />
===<big>Third Dance: Attack</big>===<br />
{{InputBadge|Third Dance > {{clr|1|5L}}, {{clr|1|2L}}, {{clr|2|5M}},}} or {{InputBadge|{{clr|2|2M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U-5L,5U-2L,5U-5M,5U-2M<br />
|versioned=input<br />
|description=<br />
* After any attack, Yuel will remain in Third Dance unless {{clr|4|U}} is pressed during animation.<br />
** {{clr|H|H}} normals in stance will automatically exit Third Dance. In this case, the opposite is true.<br />
----<br />
;td.5L<br />
{{clr|1|td.5L}} is a clash level above most {{clr|L|c.L}} normals. Because of this, {{clr|1|td.5L}} is a real frame trap against 5f normals when linked, even though {{clr|1|td.5L}} itself is zero on block.<br />
* Chains into itself, {{clr|1|td.2L}}, and {{clr|2|td.2M}}.<br />
* ? frame gap when chained into {{clr|M|td.5M}}.<br />
----<br />
;td.2L<br />
{{clr|1|td.2L}} has extremely high clash priority and will actually beat attack level 2 normals. Using it on block will end Yuel's turn up close, as -3 is enough for the opponent to press {{clr|L|2L}} and beat her stance options. {{clr|1|td.2L}} is generally useful as an ender for {{clr|L|td.5L}} pressure, as it forces an air tech on hit and allows her to reposition. <br />
* Knocks down on counterhit.<br />
----<br />
;td.5M<br />
{{clr|2|td.5M}} forces crouch on hit and crushes throws. It can also go over lows due to its hurtbox.<br />
* Links into {{clr|M|c.M}} and {{clr|M|2M}} on hit with stance exit.<br />
* Links into {{clr|H|c.H}} against crouching opponents<br />
* Links into Yugetsu on counterhit.<br />
----<br />
;td.2M<br />
{{clr|2|td.2M}} is an incredible low that can recover quickly enough to beat wakeup reversals if used as a meaty. Useful for pressure as it's +2 even if when leaving stance.<br />
* Always inks into {{clr|M|c.M}} and {{clr|L|f.L}}.<br />
* Can link into {{clr|H|c.H}} when it connects meaty.<br />
}}<br />
<br />
===<big>Gurren</big>===<br />
{{InputBadge|Third Dance > {{clr|3|5H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U-5H<br />
|description=<br />
Chargeable advancing attack that automatically exits Third Dance on use. Used to cover ground while in stance and potentially reset pressure. Particularly useful when cancelling into {{MMC|input=5U|label=Third Dance}} from {{MMC|input=214L|label=Hanaarashi}}'s backstep, as it gives Yuel the space needed to make Gurren advantageous on hit and block.<br />
* Charged version knocks down on hit.<br />
}}<br />
<br />
===<big>Yugetsu</big>===<br />
{{InputBadge|Third Dance > {{clr|3|2H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U-2H<br />
|description=<br />
Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.<br />
* Launches on hit.<br />
* Juggles into {{clr|M|f.M}} or {{clr|H|c.H}} depending on distance.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU,5U-L+M<br />
|versioned=input<br />
|description=<br />
Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.<br />
* Forward throw allows for a DP-safe meaty low in the corner: '''LM~U > td.5M (whiff) > td.2M'''<br />
* Alternatively, you can set up a safejump with microwalk jump {{clr|3|j.H}}<br />
* You can press 5U during the throw animation and enter/leave stance.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
* Does not hit on both sides of Yuel.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Starlit Sky</big>===<br />
{{Micon|6}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during recovery.<br />
----<br />
;L Version<br />
{{clr|L|L}} Starlit Sky is Yuel's safe special cancel. It ends her turn on block as she's -3 and close, being in opponent {{clr|L|2L}} range and too negative to do anything about it with Third Dance.<br />
* Fast startup and safe on block.<br />
* Forces air tech on hit.<br />
----<br />
;M Version<br />
{{clr|2|236M}} combos from her Triple attack and can be confirmed into from {{clr|M|f.M}} and {{clr|H|f.H}}. While it does frame trap when used as a cancel, doing so is a big risk for relatively low reward.<br />
* Slow startup and unsafe on block.<br />
* Soft knockdown on hit.<br />
----<br />
;H Version<br />
Yuel's juggle starter in the corner. Links into {{clr|M|c.M}}. <br />
* Fast startup and unsafe on block.<br />
* Wallbounces in the corner.<br />
}}<br />
<br />
===<big>Hien: Homuragaeshi</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during landing<br />
----<br />
;L DP<br />
{{clr|1|623L}} has no invulnerability whatsoever but will always knock down on hit.<br />
----<br />
;M DP<br />
{{clr|2|623M}} is slower and more damaging. Useful as a combo ender as it gives Yuel an autotimed {{clr|M|td.2M}} in the corner.<br />
* Yuel's meterless reversal.<br />
----<br />
;H DP<br />
* Standard reversal {{clr|H|H}} DP.<br />
}}<br />
<br />
===<big>Hanaarashi</big>===<br />
{{Micon|7}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H,214H-M<br />
|versioned=input<br />
|description=<br />
* {{clr|1|214L}} and {{clr|2|214M}} are invulnerable on frame 3.<br />
** {{clr|3|214H}} and {{clr|H|214H}}~{{clr|M|M}} are invulnerable on frame 1.<br />
* {{clr|L|214L}} and {{clr|H|214H}} are plus on block.<br />
* {{clr|M|214M}} and {{clr|H|214H}}~{{clr|M|M}} are unsafe up close but can be safe if spaced. <br />
* Yuel can press {{clr|U|5U}} before the lunge to enter {{MMC|input=5U|label=Third Dance}} instead.<br />
Hanaarashi is a useful escape tool and canned pressure reset. Yuel can use the invulnerability of the flip and the Third Dance cancel to back off and reset to neutral essentially whenever she wants. Challenging flip is also awkward for the opponent as long-reaching moves are typically mids that will be countered by Eye of the Sparrow or shorter moves that whiff versus her allowing the lunge to play out.<br />
}}<br />
<br />
===<big>Foxflame</big>===<br />
{{Micon|9}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel to Third Dance during the recovery.<br />
----<br />
;L Version<br />
{{clr|L|22L}} will frame trap from full autocombo, but it's only +5 on counter hit and will put you just outside of {{clr|1|c.L}}'s activation range, meaning your reward for hitting it on a standing opponent is minimal, and you'll lose your turn if it's blocked. It also frame traps from {{clr|3|2H(1)}}, which does leave you close enough for a {{clr|L|c.L}} combo, but only at point blank range.<br />
----<br />
;M Version<br />
{{clr|M|22M}} is the slowest but most advantageous version. It will never frame trap, but Yuel moves forward during its startup, making for a rewarding if risky pressure reset. If the opponent somehow gets hit by this, it will link into {{clr|H|c.H}} for a combo.<br />
----<br />
;H Version<br />
{{clr|H|22H}} frame traps from {{clr|H|c.H}} and grants a {{clr|H|c.H}} combo on CH. If the opponent doesn't mash, Yuel is a whopping +4 on block for continued pressure. In addition, it will always combo from an air hit of {{clr|H|2H}}, making it useful for anti-air combos and certain punishes.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Starlit Sky</big>===<br />
{{Micon|6}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A fast, hard-hitting version of Starlit Sky. Wallbounces at a height greater than {{clr|H|236H}} allowing for stronger routes in the corner. Good for corner carry but generally outshined by {{clr|U|22U}} when in range for it.<br />
}}<br />
<br />
===<big>Ultimate Hien: Homuragaeshi</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
A reversal that beats safejabs. Ends in a cutesy pose for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Hanaarashi</big>===<br />
{{Micon|7}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Drops its invulnerability properties to become a purely offensive move, advancing Yuel forwards and causing a wallbounce. Plus on block and has more reach than {{clr|U|2U}}.<br />
}}<br />
<br />
===<big>Ultimate Foxflame</big>===<br />
{{Micon|9}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
* Automatically enters Third Dance on use.<br />
A version of Foxflame that allows for stance conversions anywhere on screen. Fast enough to be linked into from most juggles that would normally route into {{clr|H|c.H}} for the meter refund. On block, frame traps into {{clr|M|td.2M}}.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Crimson Dance: Rinnen-aratame</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A powerful attack with invincible startup that charges forward half a screen. Guaranteed to drain a Bravery Point on hit as its cinematic portion activates from any range.<br />
<br />
* Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Yuel during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sapphire Dance: Gentiana</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch attempted Evades.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Yuel during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Yuel}}<br />
{{GBVSRweapons|Size=120|Character=Yuel}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Yuel|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Yuel]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Yuel&diff=432384GBVSR/Yuel2023-12-25T00:18:43Z<p>JC: Updated to Pros and Cons. These are effectively very similar to what they used to be, additionally from what we've seen out of Yuel so far, these still seem to be true.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=A descendant of certain ancient bloodline that inherits Foxflame, which they can control through their unique dance. Yuel is a close-range rushdown specialist who can pressure her opponent using her Third Dance stance, which allows her to aggress with multiple advantageous and rewarding normals while automatically countering any mid attacks from the opponent. Although she lacks consistent high damage and long-range tools, good reads will allow the player to reset pressure repeatedly and prance around the opponent in ways that no other characters are capable of.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= {{Character Label|GBVSR|Yuel|label=Yuel}} is an offensive character that dances around her opponents using backflips and stances.<br />
| pros =<br />
* '''Excellent Movement:''' Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her Hanaarashi backstep and her {{clr|4|j.U}}, allowing her to remain evasive and close the distance on the opponent in unique ways.<br />
* '''Oppressive Pressure:''' Yuel sports strong offensive specials such as Foxflame, and can transition into and out of her Third Dance stance in order to maintain pressure on the opponent with numerous advantageous moves.<br />
* '''Great Neutral Game:''' With {{clr|2|f.M}}, {{clr|2|2M}}, {{clr|1|L}} Starlit Sky, Yuel boasts a number of safe, forward moving attacks that can be used to poke or whiff punish the opponent very easily from mid-range.<br />
| cons =<br />
* '''Low Damage:''' Yuel has only one consistent corner combo starter is {{clr|3|H}} Starlit Sky which leads to relatively mediocre damage in the corner. In general, her damage from most connects is below average.<br />
* '''Struggles at Range:''' Yuel is strongest at mid to close range, so she can potentially struggle against characters who can keep her at bay with strong heavy pokes or projectiles.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Standard Granblue {{clr|1|c.L}}. Used for pressure and tick throws due to its strong frame advantage on block. Comes with great linking options for combos and chains into her other light normals.<br />
* Links into {{clr|M|c.M}}, {{clr|M|2M}}, {{clr|H|c.H}}, and {{clr|U|2U}}.<br />
* Links into {{clr|M|f.M}} on crouch or counterhit.<br />
* Links into {{clr|H|f.H}} on counterhit.<br />
* Any medium normal, {{clr|H|c.H}}, and {{clr|U|2U}} will frame trap.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Negative on block which is normally a detriment to {{clr|M|c.M}} normals, but comes with a much larger activation range than average to compensate. Complements Yuel's offense well as she has plenty of other plus moves to work with. {{clr|M|c.M}} is more of a tool to capitalize on plus frames due to its speed and reach.<br />
* Does not hit on both sides of Yuel as the animation would suggest.<br />
* Above average activation range.<br />
* Links into itself or {{clr|L|f.L}} on counterhit.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Yuel's {{clr|3|c.H}} does a bit less damage than average but is pretty strong for pressure due to its speed and high hitstun. It is the only way to frametrap into {{clr|3|H}} Foxflame and the only way to ''combo'' into {{clr|3|H}} Foxflame on a grounded opponent, though they must be crouching. The speed and far activation range make it pretty strong in punish situations where some characters can only use medium or even only light normals.<br />
* All hits are cancelable into autocombo or specials.<br />
* Above average activation range.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Much stronger than the average {{clr|L|f.L}} due to its higher frame advantage and low guard property. Works very well with {{clr|L|66L}} pressure and her other tools. Safely buffers into her {{MMC|input=236L|label={{clr|L|L}} Starlit Sky}} for extended pressure. An excellent button overall. <br />
* Links into itself if in range.<br />
* Links into {{clr|M|2M}} on crouching or counterhit.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
This is an amazing button and easily a candidate for one of the best {{clr|2|f.M}}s in the game. It has a relatively quick 9 frames of startup and hits twice, controlling a lot of space in front of Yuel while being easy to hitconfirm. The forward movement is both a blessing and a curse as it's a fantastic whiff punish tool but must be cancelled in order to stay safe.<br />
* Both hits are special cancelable.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Counterpoke-style {{clr|H|f.H}}, great for stopping approaches and beating other {{clr|M|f.M}}s via clash priority. Does not change Yuel's hurtbox very much, unlike what the animation may suggest. Relatively easy to confirm into {{clr|M|236M}} midscreen or {{clr|H|236H}} in the corner for good damage.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Yuel's fastest low. Better than average by simply being able to chain into Yuel's {{clr|L|f.L}}. Good pressure tool but generally needs to be chained in order to establish a threat other than another low.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
The crouching complement to {{clr|2|f.M}} and a great normal to use after Yuel's plus on block options when spaced out. While it doesn't sport some of {{clr|M|f.M}}'s better qualities, its speed and deceptive range let it compete. Good to use as a supplement if people are trying to counterpoke {{clr|2|f.M}} with crouching buttons.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Reliable anti-air, but a bit unorthodox. Because it hits twice, counterhits will not carry between the first and second hit. Air hit {{clr|H|2H}} is one of only two ways to combo into {{MMC|input=22H|label={{clr|H|H}} Foxflame}}, with the other being crouching hit {{clr|H|c.H}}. These properties combined make {{clr|H|2H}} combos highly consistent. <br />
* Combos into {{clr|H|22H}} on airborne opponents.<br />
* Combos into {{clr|M|22M}} and {{MMC|input=5U-2H|label=Yugetsu}} on air counterhit.<br />
** Must be 2nd hit only or cancelled on the first hit.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Yuel's second longest reaching low. Strong at stopping opponents from walking away from her pressure and generally safer to use than {{clr|M|66M}} when close.<br />
* Special cancellable.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Advancing, plus on block pressure tool. Works wonders with the rest of Yuel's kit as she already has plenty of plus frames and pressure resets to work with.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Surprisingly long-reaching sword slide. Hits farther than the animation would suggest, which is wild considering the animation itself. Can be spaced to be a little safer, but will usually be -5 at best.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Yuel whips her tail at her opponent. Stops her dead in her tracks. Mostly useful for anti-air combos, but will trade in Yuel's favor.<br />
* Launches opponents on hit.<br />
* Links into {{clr|M|f.M}}.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Yuel's longest reaching air normal, making it her go-to air-to-air. Hits once unlike Yuel's other air normals, which can give her combos upon reaching the ground.<br />
* Active until landing.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
* Only the first hit that connects is an overhead.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Has a bigger gap between hits than {{clr|M|j.M}}, making Yuel plus if used from higher up.<br />
* Only the first hit that connects is an overhead.<br />
* Unique for a {{clr|3|j.H}} as it can hit crossup.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Air stall-style {{clr|U|j.U}}. Hits repeatedly until Yuel touches the ground and is not an overhead.<br />
* Can pass through opponent during the move, but {{clr|U|j.U}} will never hit as a crossup.<br />
* Recovery starts when Yuel touches the ground.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Third Dance (Stance)</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5U-U,5U-66,5U-44,5U-Catch<br />
|versioned=input<br />
|description=<br />
Stance changes all of Yuel's normals and movement options. She retains access to her throws, though they perform an auto-dash before performing the throw (see Throw section).<br />
*If struck while in stance, Yuel does an automatic counter (Eye of the Sparrow).<br />
** Counters all mid attacks including strike based SSBAs.<br />
** Loses to projectiles despite projectiles being classified as mids.<br />
** Loses to lows, overheads, and throws.<br />
*Yuel cannot block or Cross Over during stance, but can perform Evade.<br />
*Pressing guard while in stance will cause Yuel to dodge regardless of directional input. <br />
*Yuel cannot walk forwards nor backwards during stance.<br />
*Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.<br />
<br />
Beats standard reversals such as {{keyword|DP}}s and strike-supers, but will not protect against projectile based supers such as {{Character Label|GBVSR|Gran}}'s [[GBVSR/Gran#Catastrophe|Catastrophe]]. This can be used to encourage enemies to mash low attacks and allow you to structure frame traps with her stance buttons.<br />
}}<br />
<br />
===<big>Third Dance: Attack</big>===<br />
{{InputBadge|Third Dance > {{clr|1|5L}}, {{clr|1|2L}}, {{clr|2|5M}},}} or {{InputBadge|{{clr|2|2M}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U-5L,5U-2L,5U-5M,5U-2M<br />
|versioned=input<br />
|description=<br />
* After any attack, Yuel will remain in Third Dance unless {{clr|4|U}} is pressed during animation.<br />
** {{clr|H|H}} normals in stance will automatically exit Third Dance. In this case, the opposite is true.<br />
----<br />
;td.5L<br />
{{clr|1|td.5L}} is a clash level above most {{clr|L|c.L}} normals. Because of this, {{clr|1|td.5L}} is a real frame trap against 5f normals when linked, even though {{clr|1|td.5L}} itself is zero on block.<br />
* Chains into itself, {{clr|1|td.2L}}, and {{clr|2|td.2M}}.<br />
* ? frame gap when chained into {{clr|M|td.5M}}.<br />
----<br />
;td.2L<br />
{{clr|1|td.2L}} has extremely high clash priority and will actually beat attack level 2 normals. Using it on block will end Yuel's turn up close, as -3 is enough for the opponent to press {{clr|L|2L}} and beat her stance options. {{clr|1|td.2L}} is generally useful as an ender for {{clr|L|td.5L}} pressure, as it forces an air tech on hit and allows her to reposition. <br />
* Knocks down on counterhit.<br />
----<br />
;td.5M<br />
{{clr|2|td.5M}} forces crouch on hit and crushes throws. It can also go over lows due to its hurtbox.<br />
* Links into {{clr|M|c.M}} and {{clr|M|2M}} on hit with stance exit.<br />
* Links into {{clr|H|c.H}} against crouching opponents<br />
* Links into Yugetsu on counterhit.<br />
----<br />
;td.2M<br />
{{clr|2|td.2M}} is an incredible low that can recover quickly enough to beat wakeup reversals if used as a meaty. Useful for pressure as it's +2 even if when leaving stance.<br />
* Always inks into {{clr|M|c.M}} and {{clr|L|f.L}}.<br />
* Can link into {{clr|H|c.H}} when it connects meaty.<br />
}}<br />
<br />
===<big>Gurren</big>===<br />
{{InputBadge|Third Dance > {{clr|3|5H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U-5H<br />
|description=<br />
Chargeable advancing attack that automatically exits Third Dance on use. Used to cover ground while in stance and potentially reset pressure. Particularly useful when cancelling into {{MMC|input=5U|label=Third Dance}} from {{MMC|input=214L|label=Hanaarashi}}'s backstep, as it gives Yuel the space needed to make Gurren advantageous on hit and block.<br />
* Charged version knocks down on hit.<br />
}}<br />
<br />
===<big>Yugetsu</big>===<br />
{{InputBadge|Third Dance > {{clr|3|2H}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U-2H<br />
|description=<br />
Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.<br />
* Launches on hit.<br />
* Juggles into {{clr|M|f.M}} or {{clr|H|c.H}} depending on distance.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU,5U-L+M<br />
|versioned=input<br />
|description=<br />
Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.<br />
* Forward throw allows for a DP-safe meaty low in the corner: '''LM~U > td.5M (whiff) > td.2M'''<br />
* Alternatively, you can set up a safejump with microwalk jump {{clr|3|j.H}}<br />
* You can press 5U during the throw animation and enter/leave stance.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
* Does not hit on both sides of Yuel.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Starlit Sky</big>===<br />
{{Micon|6}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during recovery.<br />
----<br />
;L Version<br />
{{clr|L|L}} Starlit Sky is Yuel's safe special cancel. It ends her turn on block as she's -3 and close, being in opponent {{clr|L|2L}} range and too negative to do anything about it with Third Dance.<br />
* Fast startup and safe on block.<br />
* Forces air tech on hit.<br />
----<br />
;M Version<br />
{{clr|2|236M}} combos from her Triple attack and can be confirmed into from {{clr|M|f.M}} and {{clr|H|f.H}}. While it does frame trap when used as a cancel, doing so is a big risk for relatively low reward.<br />
* Slow startup and unsafe on block.<br />
* Soft knockdown on hit.<br />
----<br />
;H Version<br />
Yuel's juggle starter in the corner. Links into {{clr|M|c.M}}. <br />
* Fast startup and unsafe on block.<br />
* Wallbounces in the corner.<br />
}}<br />
<br />
===<big>Hien: Homuragaeshi</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during landing<br />
----<br />
;L DP<br />
{{clr|1|623L}} has no invulnerability whatsoever but will always knock down on hit.<br />
----<br />
;M DP<br />
{{clr|2|623M}} is slower and more damaging. Useful as a combo ender as it gives Yuel an autotimed {{clr|M|td.2M}} in the corner.<br />
* Yuel's meterless reversal.<br />
----<br />
;H DP<br />
* Standard reversal {{clr|H|H}} DP.<br />
}}<br />
<br />
===<big>Hanaarashi</big>===<br />
{{Micon|7}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H,214H-M<br />
|versioned=input<br />
|description=<br />
* {{clr|1|214L}} and {{clr|2|214M}} are invulnerable on frame 3.<br />
** {{clr|3|214H}} and {{clr|H|214H}}~{{clr|M|M}} are invulnerable on frame 1.<br />
* {{clr|L|214L}} and {{clr|H|214H}} are plus on block.<br />
* {{clr|M|214M}} and {{clr|H|214H}}~{{clr|M|M}} are unsafe up close but can be safe if spaced. <br />
* Yuel can press {{clr|U|5U}} before the lunge to enter {{MMC|input=5U|label=Third Dance}} instead.<br />
Hanaarashi is a useful escape tool and canned pressure reset. Yuel can use the invulnerability of the flip and the Third Dance cancel to back off and reset to neutral essentially whenever she wants. Challenging flip is also awkward for the opponent as long-reaching moves are typically mids that will be countered by Eye of the Sparrow or shorter moves that whiff versus her allowing the lunge to play out.<br />
}}<br />
<br />
===<big>Foxflame</big>===<br />
{{Micon|9}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
* Pressing {{clr|4|U}} will transition Yuel to Third Dance during the recovery.<br />
----<br />
;L Version<br />
{{clr|L|22L}} will frame trap from full autocombo, but it's only +5 on counter hit and will put you just outside of {{clr|1|c.L}}'s activation range, meaning your reward for hitting it on a standing opponent is minimal, and you'll lose your turn if it's blocked. It also frame traps from {{clr|3|2H(1)}}, which does leave you close enough for a {{clr|L|c.L}} combo, but only at point blank range.<br />
----<br />
;M Version<br />
{{clr|M|22M}} is the slowest but most advantageous version. It will never frame trap, but Yuel moves forward during its startup, making for a rewarding if risky pressure reset. If the opponent somehow gets hit by this, it will link into {{clr|H|c.H}} for a combo.<br />
----<br />
;H Version<br />
{{clr|H|22H}} frame traps from {{clr|H|c.H}} and grants a {{clr|H|c.H}} combo on CH. If the opponent doesn't mash, Yuel is a whopping +4 on block for continued pressure. In addition, it will always combo from an air hit of {{clr|H|2H}}, making it useful for anti-air combos and certain punishes.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Starlit Sky</big>===<br />
{{Micon|6}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A fast, hard-hitting version of Starlit Sky. Wallbounces at a height greater than {{clr|H|236H}} allowing for stronger routes in the corner. Good for corner carry but generally outshined by {{clr|U|22U}} when in range for it.<br />
}}<br />
<br />
===<big>Ultimate Hien: Homuragaeshi</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
A reversal that beats safejabs. Ends in a cutesy pose for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Hanaarashi</big>===<br />
{{Micon|7}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Drops its invulnerability properties to become a purely offensive move, advancing Yuel forwards and causing a wallbounce. Plus on block and has more reach than {{clr|U|2U}}.<br />
}}<br />
<br />
===<big>Ultimate Foxflame</big>===<br />
{{Micon|9}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
* Automatically enters Third Dance on use.<br />
A version of Foxflame that allows for stance conversions anywhere on screen. Fast enough to be linked into from most juggles that would normally route into {{clr|H|c.H}} for the meter refund. On block, frame traps into {{clr|M|td.2M}}.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Crimson Dance: Rinnen-aratame</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A powerful attack with invincible startup that charges forward half a screen. Guaranteed to drain a Bravery Point on hit as its cinematic portion activates from any range.<br />
<br />
* Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Yuel during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Sapphire Dance: Gentiana</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch attempted Evades.<br />
<br />
* Recovers 1 [[GBVSR/Mechanics#Bravery Points|Bravery Point]] for Yuel during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to [[GBVSR/Mechanics#Bravery Penalty|Bravery Penalty]].<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Yuel}}<br />
{{GBVSRweapons|Size=120|Character=Yuel}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Yuel|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Yuel]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Ladiva&diff=432220GBVSR/Ladiva2023-12-24T07:55:01Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ladiva is a Granblue's resident grappler whose play style effectively uses her big normals and advancing [[GBVSR/Ladiva#Headbutt of Love|Headbutt of Love]] and [[GBVSR/Ladiva#Elegant Lariat|Elegant Lariat]] to get in range of her command grab, [[GBVSR/Ladiva#Jewel Resort Screwdriver|Jewel Resort Screwdriver]] to score good damage and {{keyword|okizeme}}. Ladiva can still score high damage from her combos once she has sufficiently conditioned her opponents. <br />
<br />
Though she possesses high health and makes good use of Brave Counter, Ladiva's defenses are lacking as she is cursed by a 6f jab as her fastest normal and has no true invincible reversal outside of her SBA and SSBA. In addition, her burly frame and slower Roll make it challenging for her to navigate neutral against some cast members.<br />
<br />
Ladiva is ideal for players who enjoy having their patience rewarded by throwing their opponents around the screen in the name of love.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a grappler-type character who wants to get up close and personal to threaten opponents with throw/strike mix-ups and terrifying damage.<br />
| pros =<br />
* '''Classic Grappler''': Sports an overwhelming corner presence, with many practical, strong ways to set up tick throws in her strings or blow up the opponent with safe, or even advantaged frametrap options. This lends her some of the strongest "one chance" potential in the game, where one error from the other player will quickly spiral out of control.<br />
* '''High Base HP''': Ladiva has higher HP than other characters, letting her leverage health as a resource in neutral and offers forgiveness for more minor mistakes.<br />
| cons =<br />
* '''Sluggish''': Ladiva both suffers from slow movement speed and slow startup on her normals, as well as a uniquely slower roll than everyone else. She can struggle against strong footsies and zoning.<br />
* '''No Reversal''': Ladiva lacks a meterless reversal. This, combined with her slow speed, can make it easy to lock her down in pressure.<br />
}}<br />
</div><br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
With {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|1|2L}} all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well. <br />
<br />
At +8 on hit, Ladiva can link into {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}. CH increases this to +10 and the additional frame from crouching allows a link into {{clr|3|2H}}.<br />
Loops into itself up to 5 times on air hit in the corner for some interesting juggle opportunities.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A fast, special cancelable kick with a large downward hitbox. Has farther range than {{clr|1|c.L}}, letting Ladiva get Auto Combo in situations where {{clr|1|c.L}} doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however.<br />
Against 6f moves, Light and EX Screwdriver will beat them.<br />
<br />
On CH it's +8 on hit, letting Ladiva link into another {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly, which can lead into an unmashable M SPD in the corner. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. {{clr|3|c.H}} will, however, not hit Cross-Over. <br />
<br />
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second {{clr|3|c.H}} or M lariat vs standing opponents for very high damage. It also lets {{clr|3|c.H}} combo into Medium Headbutt for high meterless damage.<br />
<br />
Due to the shape of the hurtbox, the move hits crouching characters 2f late making it +5 on hit and 0 on block.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack. Has too much pushback for 360X or {{clr|3|214214H}} to reach reliably without a very small microwalk, but {{clr|4|720U}} will connect. <br />
<br />
----<br />
'''c.XXX'''<br />
*Safe on block, and forces standing on hit allowing for Lariat enders after {{clr|3|236H}} at ranges where {{clr|3|236H}} cannot link into {{clr|3|2H}}. Extremely useful tool that grants Ladiva potent midscreen combos with significant corner carry.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender. At +30 on hit, Ladiva can meaty with {{clr|2|236M}} and be +5.<br />
*<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender. Once again has a tiny bit too much pushback for 360X or {{clr|3|214214H}}, but {{clr|4|720U}} will still connect. Gives a height dependent +10 to +17 KD when used as an air hit.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into {{clr|4|2U}} vs crouchers gets your offense started. Unlike {{clr|1|c.L}} and {{clr|1|2L}}, {{clr|1|f.L}} is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Can be used as a hit confirm into 236236H<br />
<br />
On CH it's +8 on hit, letting Ladiva link into a {{clr|2|f.M}}, {{clr|2|2M}}, and {{clr|4|2U}} even at max range. It can also combo into Light and EX Lariat on CH.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.<br />
<br />
While not as strong as other more notorious mid range moves, such as Katalina's {{clr|2|f.M}}, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats except {{clr|4|214U}} can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.<br />
<br />
As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.<br />
<br />
If you manage to land a CH you can link into {{clr|1|c.L}} or {{clr|2|c.M}} (spacing withstanding) for some intense corner carry.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
<br />
{{clr|1|c.L}} sees use as a hit confirm and tick throw normal, althogh in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH.<br />
<br />
However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over {{clr|1|2L}}.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
A long range low hitting Medium. Complements {{clr|2|f.M}} in neutral by hitting low and can whiff punish certain attacks and hitboxes that {{clr|2|f.M}} can't hit, at the cost of having slightly shorter range and more whiff recovery.<br />
<br />
{{clr|2|2M}} and {{clr|2|f.M}} are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. {{clr|2|2M}} is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's {{clr|2|2M}} that {{clr|2|f.M}} can't hit. <br />
<br />
Together with {{clr|2|f.M}} makes up the bread and butter of Ladiva's neutral and poking game.<br />
<br />
Counter hitting this vs a crouching opponent enables you to combo into {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
* Two hits<br />
* On anti-air counter hit, can do {{clr|2|214M}} from first hit<br />
* Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.<br />
* Low profile, can go under some ground attack with high hitbox like her 214X.<br />
* Will force the opponent to stand up on hit<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.<br />
<br />
An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after {{clr|4|2U}} and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting {{clr|4|2U}} at max range also nets a safejump vs 9f DPs.{{clr|4|2U}} is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Link into any {{clr|1|L}} on hit. Strong tool for pressure resets and tick-throws. Despite lacking the disjoint and range of some other {{clr|1|66L}}s it is still an incredibly strong tool.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Rare overhead 66M. Can high profile some lows, but the limited reward on hit does little to offset how punishable it is on block. Use sparingly.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description= Large advancing front kick with a lot of active frames. Up to +2 on block and +6 on hit at tip range. An air hit near the corner offers a juggle opportunity with {{clr|3|f.H}} or {{clr|3|c.H}} for huge damage.<br />
}}<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Fastest air normal and the normal with the shortest range. Unlike some other {{clr|1|j.L}} normals it is not active for the entire duration of the jump. Can cross-up.<br />
<br />
{{clr|1|j.L}} sees use the most when you intentionally don't want the opponent to stay in hitstun for long, leaving them open for a regular throw or Screwdriver earlier than what they might expect. It's short range and active frames works to its advantage at times when you intentionally want a jump-in normal to whiff, again leaving the opponent open for a grab or simply want to bait their Anti-Air. <br />
<br />
Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A jumping Medium with a very deep hitbox. Has the longest Vertical reach of all Ladiva's jumping normals letting it hit earlier than expected, and also hit Cross-Over where other air normals will whiff.<br />
<br />
Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Air normal with the longest horizontal reach. Highest damage air normal. Has no cross-up hitbox.<br />
<br />
As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
The Grappler body splash. Has shorter horizontal reach than {{clr|2|j.M}}. Very strong cross-up hitbox.<br />
<br />
An essential normal for many reasons. The opposite in function to {{clr|3|j.H}}, this normal is a powerful cross-up and is the normal to condition the opponent to block to make {{clr|1|j.L}} and {{clr|3|j.H}} work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a {{clr|3|j.H}} but instead land and go for something else.<br />
<br />
It's also worth mentioning that this move trips proximity guard on same side cross ups if the opponent is crouching.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Unique Actions==<br />
===<big>Love Grapple</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Ladiva charges forward before performing a command grab on the opponent. Very slow to start.<br />
<br />
Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.<br />
}}<br />
<br />
===<big>Hurl</big>===<br />
{{InputBadge|{{clr|4|5U}}-X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U > L,5U > M,5U > H<br />
|versioned=input<br />
|description=<br />
A follow-up toss that Ladiva can perform after connecting Love Grapple. M sends the opponent forward, H sends the opponent upward. <br />
<br />
Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then ''through'' Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
;Forward Throw<br />
* Leaves the opponent standing, right in your face, with you at the advantage. Exactly what you want.<br />
* Lvl 0 character knowledge check.<br />
Forms a guessing game between a jab, a low, or another throw.<br />
----<br />
;Back Throw<br />
*Switches sides<br />
Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen.<br />
Do 214L into 2L for a safejab anywhere on the screen<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Jewel Resort Screwdriver</big>===<br />
{{Micon|12}} {{InputBadge|360X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=360L,360M,360H<br />
|versioned=input<br />
|description=<br />
Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500. (Note: None of Ladiva's SPDs are throw invuln).<br />
----<br />
;L/M Version<br />
* L version has the most range of all versions of Screwdriver (even more than Ultimate Screwdriver!), but it does the least damage.<br />
* M version is slower and has less range than the L version, but it does more damage.<br />
----<br />
;Work the Crowd<br />
Holding L or M performs a taunt during recovery that reduces your frame advantage to +5. Any taunt, either holding L/M after command throw or H+U, boosts your next command throw by 550 if it hits. A whiffed command throw will also consume this buff.<br />
----<br />
;H Version<br />
* Similar reach to the M version, but it comes out slightly faster than the L version while also doing the most damage.<br />
<br />
All versions lead into a hard knockdown, leaving Ladiva at +28 and forming the cornerstone of her monstrous corner pressure. This is enough time to setup a safejab in the corner with (whiffed) 66L > c.L. 236M will also hit meaty for +3 on block. For a good time, serve up a Screwdriver.<br />
}}<br />
<br />
===<big>Leg Drop of Adoration</big>===<br />
{{Micon|12}} {{InputBadge|j.360X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.360L,j.360M,j.360H<br />
|versioned=input<br />
|description=<br />
Midair command grab. Has a farther grab range and does more damage than Ladiva's regular air grab.<br />
<br />
H grab is throw invuln.<br />
}}<br />
<br />
===<big>Headbutt of Love</big>===<br />
{{Micon|9}} {{InputBadge|236X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H,236H > 6H,236H > 6HH<br />
|versioned=input<br />
|description=<br />
This attack has the ability to negate projectiles. Rewards you with 15% meter (2% for using headbutt and then 13% for hitting the fireball) (spot dodging is almost always preferred though). The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.<br />
----<br />
;L Headbutt<br />
* Minus on block.<br />
Ladiva's only non-EX standing combo ender.<br />
----<br />
;M Headbutt<br />
* Plus on block.<br />
Pressure reset tool. Leaves you plus on block right next to your opponent, exactly what you want.<br />
----<br />
;H Version<br />
* Can be followed up twice with {{clr|3|6H}}<br />
Very plus on hit for the first two headbutts, but progressively less plus on block.<br />
}}<br />
<br />
===<big>Elegant Lariat</big>===<br />
{{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.<br />
<br />
<strike>If the M or H version lands, you can link into either {{clr|4|2U}} or {{clr|2|2M}} xx SBA when mid-screen,</strike> or go into your extended corner combos.<br />
}}<br />
<br />
===<big>Devoted Body Slam</big>===<br />
{{Micon|13}} {{InputBadge|623X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender. Using 623L can score combo pickups that 623H cannot.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Jewel Resort Screwdriver</big>===<br />
{{Micon|12}} {{InputBadge|360U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=360U<br />
|versioned=input<br />
|description=<br />
Ladiva's highest-damage command throw outside of her supers. Takes the opponent off to see the curvature of the earth before slamming them down for a hard knockdown.<br />
<br />
Hold 9 for an autotimed safejump.<br />
}}<br />
<br />
===<big>Ultimate Leg Drop of Adoration</big>===<br />
{{Micon|12}} {{InputBadge|j.360U}} or {{InputBadge|j.S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.360U<br />
|versioned=input<br />
|description=<br />
A version of Leg Drop of Adoration with a hefty amount of invulnerability on startup. Ideal for snatching reversals that go airborne, but will generally have to be done on a read.<br />
}}<br />
<br />
===<big>Ultimate Headbutt of Love</big>===<br />
{{Micon|9}} {{InputBadge|236U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
Ladiva's only reversal outside of her supers. Has frame 1 super armour, allowing it to be used both on wakeup and to beat frametraps in an opponent's pressure.<br />
}}<br />
<br />
===<big>Ultimate Elegant Lariat</big>===<br />
{{Micon|8}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
A version of Elegant Lariat that drops the opponent right in front of Ladiva on hit, acting as a higher-reward version of her standard Elegant Lariat versions.<br />
Strong midscreen combo tool that easily juggles into {{clr|2|c.MXX}}.<br />
<br />
Note: {{clr|4|214U}} is only +5 when blocked crouching. Due to the guard crush nature of the first hit, the second hit will always connect on standing characters for a +26 non-juggle HKD.<br />
}}<br />
<br />
===<big>Ultimate Devoted Body Slam</big>===<br />
{{Micon|13}} {{InputBadge|623U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
A much faster version of Devoted Body Slam. Yanks the opponent out of the air before transitioning to a cinematic elbow drop. The hard knockdown leaves the opponent right at Ladiva's feet.<br />
<br />
At +24 it sets up fairly nicely for a meaty with raging strike.<br />
}}<br />
<br />
==Skybound Arts==<br />
===<big>Maximum Love Bomb (Strike)</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has projectile invulnerability, but there are some exceptions (can't go through Ferry's {{MMC|chara=Ferry|input=236236H|label={{clr|H|236236H}}}}). It is, however, an incredible long-range whiff-punish tool.<br />
<br />
Even though it only has projectile invulnerability after the flash, you can use 6 frames of full invulnerability on its start up frames to go through a non-projectile attack if you can time it right.<br />
}}<br />
<br />
===<big>Maximum Love Bomb (Throw)</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
Active 0 frames post super flash. Range is more than {{FLMMC|360L}} but less than {{FLMMC|360M}}.<br />
<br />
<!--If performed with the skill button, the damage is reduced to 3000 instead of 4000.--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>The Shape of Love</big>===<br />
{{InputBadge|{{clr|4|720U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=720U<br />
|description=<br />
Ladiva wrestles her opponent against the floor, slowly reducing their HP.<br />
* Longer range than her SBA, slightly further than her {{FLMMC|360M}}'s range. <br />
* Connects with opponents who are blocking, in grounded hitstun, or are being juggled close to the ground.<br />
<!--* If performed with the skill button, the damage is reduced to 4000 instead of 5000.--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Ladiva}}<br />
{{GBVSRweapons|Size=120|Character=Ladiva}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Ladiva|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Ladiva]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Soriz&diff=432214GBVSR/Soriz2023-12-24T07:02:10Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Soriz is a rushdown character who pummels his opponents with frame traps and strong up-close pressure. Soriz has a handful of strong, plus-on-block special moves that allow him to constantly reset pressure, go for a mix-up, or force a response from his opponent. He also has some of the best comeback potential in the game thanks to his install super in [[#Macho Ultimatum|Macho Ultimatum]], enhancing him both offensively and defensively.<br />
<br />
Soriz's weaknesses lie in his lack of reach and disjoints on buttons, and his ability to "get in", as [[{{PAGENAME}}#Impact Knuckles|M Impact Knuckles]] is his only special that allows him to simultaneously close the gap and keep advantage, with a glaring risk of being spot-dodged.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a frame trapping monster capable of keeping his opponent blocking and opening up those who try to mash their way out, with solid corner carry and mid screen damage to boot. <br />
| pros =<br />
* '''Never-Ending Pressure''': Soriz' special moves such as [[{{PAGENAME}}#Impact Knuckles|M Impact Knuckles]], [[{{PAGENAME}}#Punch the Stars|H/U Punch the Stars]], and [[{{PAGENAME}}#Rock Smash|M/H/U Rock Smash]] leave him advantageous on block and allow him to maintain his pressure and can even loop his pressure.<br />
* '''Excellent Damage''': Soriz deals high chip damage from his special moves and can convert most hits into high reward. In the corner, all of his special moves can convert into a high damaging combo, depending on the situation.<br />
* '''Efficient Footsies''': Soriz sports solid long-ranged pokes and a great rush-styled attack in Impact Knuckles. Soriz can always convert his options into pressure or a knockdown to begin his gameplan.<br />
* '''[[{{PAGENAME}}#Macho Ultimatum|Macho Ultimatum]]''': A powerful SSBA that enhances Soriz both offensively and defensively. When in this state, he gains access to a [[{{PAGENAME}}#Bravado Bullet|new combo starter]], a [[{{PAGENAME}}#Tenacious Will|new guard-crushing special]] and [[{{PAGENAME}}#Way of the Fundoshi Fist|SSBA]] to layer his offense, and a damage reduction buff depending on how many [[{{PAGENAME}}#Muscle Fury|Manliness Stacks]] he obtained.<br />
| cons =<br />
* '''Lacking Reversals''': [[{{PAGENAME}}#Muscle Fury|Muscle Fury]] is his strongest meterless defensive option, which loses to throws and isn't armored until frame 3. Muscle Fury's [[{{PAGENAME}}#Muscle Fury|follow-up]] can also be whiff-punished into a full-combo. Soriz requires 50 meter to use [[{{PAGENAME}}#Ultimate Roundhouse Fang|Ultimate Roundhouse Fang]] for a true reversal option.<br />
* '''Neutral Issues''': As [[{{PAGENAME}}#Impact Knuckles|Impact Knuckles]] is his main way of navigating through neutral, Soriz can struggle against characters who can easily snuff it out with long-range pokes or strong projectiles. Doesn't help that he's also one of the slower characters in the game. <br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: {{IconText|GBVS_MuscleFuryIcon|[[#Muscle Fury|Manliness]]}} Buff |ToCName=Unique Mechanic: Manliness Buff<br />
|content= Soriz' defense is increased during [[#Muscle Fury|Muscle Fury]] and [[#Macho Ultimatum|Macho Ultimatum]]. Every time he withstands an incoming attack with Muscle Fury, this defense buff will be further enhanced.<br><br />
Each hit taken is represented by a stack of {{IconText|GBVS_Manliness_1|Manliness}}. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Fast close-up pressure tool for staggers and frame-traps. Can link into {{clr|1|c.L}}, {{clr|1|f.L}} and {{clr|2|c.M}} on-hit if in range.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights. <br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
His best starter in terms of raw damage. Use this for punishes and CH combos. Also useful as an alternative throw bait option to Universal Overhead as it leaves him plus on block. On CH, it can link into itself for crushing damage.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A standing low. Strong low option from far away. Combos into all of his H special moves and super. Can be chained into from lights to allow him to combo into a special move off {{clr|1|2L}} starters.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Your go-to poke for neutral. Has less reach than {{clr|3|5H}} but is faster.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Forward-moving kick with lots of range. Large hitstun allows you to easily confirm into super or your special moves. On counterhit, combos into {{clr|2|22M}} and {{clr|2|236M}}. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range and into {{clr|1|f.L}} at farther ranges.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit. This is also mildly disjointed, as under Soriz's lifted leg there's no hurtbox, which assists as a shockingly good counterpoke against similar looking buttons. <br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than [[GBVSR/Soriz#Roundhouse Fang|Roundhouse Fang]] but is far more rewarding on CH and can be special cancelled on normal hit. <br />
<br />
In corner combos this allows Soriz to juggle into {{clr|3|236M}} and even loop it depending on the height of the opponent for very good meterless damage. Is also capable of creating a safe jump if used as a ender in the corner (depending on the height of the opponent as well.)<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes to create a safe jump situation when spotdodge cancelled. <br />
<br />
Able to be cancelled into specials and universal overhead.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Average dash heavy, though has armor on later frames, only really useful on slow punishes or people mashing on wakeup.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Essentially an aerial version of his {{clr|2|f.M}}. Use this as an anti-air tool.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Soriz's dedicated and best jump in button. The hitbox hits very deep, which even stuffs some late anti-airs. <br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
* Launches the opponent upwards on hit.<br />
This would be useful in a game where you can jump-cancel moves in combos, but Granblue is not such a game. The only real use it has is [[GBVSR/Soriz#Way of the Fundoshi Fist|Way of the Fundoshi Fist]] CH AA {{clr|3|2H}} combos, which are extremely situational. Because it launches upwards, it's much harder to convert off of CH than his other jumping normals. Practically useless as a jump-in as it whiffs on crouchers. <br />
<br />
Has a niche, but unique use to catch characters like Ferry from swinging out of the corner with j.U, where other characters cannot. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>{{IconText|Muscle Fury|GBVS_MuscleFuryIcon|Right}}</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5U > 6X|versioned=input<br />
|description=<br />
* Armored on frame 3.<br />
* Reactive Muscles on close CH gains 20% meter.<br />
* Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.<br />
* Decent as an anti-air when you missed the opportunity to use 2H instead. Has Crush frames VS jump-in attacks<br />
* Primary use is to steal turns when you're safe but minus or in gaps in pressure strings. <br />
* Reactive Muscles hits both in front and behind Soriz.<br />
<br />
Soriz assumes a stance that allows him to absorb anything that isn't a throw, Skybound Art, or Super Skybound Art. It can be extended by holding U, and Soriz takes less damage while the stance is up. Keep in mind that like most armored moves, you will die if your HP drops below zero while armoring. Soriz also has access to the Reactive Muscles counterattack. You may choose to do the counterattack at any point in the stance animation whether or not your opponent hits you during it. If it counterhits a very close opponent, it will proc a cinematic zoom-in and build a very large amount of meter (20%). On crouching CH, it is possible to link into {{clr|1|c.L}}.<br />
<br />
<br />
<br />
Damage modifier during 5U:<br />
:1 stack = 70%, 2 stacks = 60%, 3 stacks = 50%, 4 stacks = 40%, 5 stacks = 30%<br />
:Does not stack with Macho Ultimatum's damage reduction<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up {{clr|1|2L}} in most cases, forward throw gives you a very strong mix game:<br />
* Safe {{clr|1|c.L}} (baits invincible reversals)<br />
* Meaty {{clr|2|c.M}} (can be up to +4 oB and +8 oH) <br />
* Meaty {{clr|3|c.H}} (links to itself on CH)<br />
* Wait and throw again (can be walked, jumped, and mashed out of)<br />
* Meaty {{clr|1|2L}} (beats walking, jumping, and mashing)<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Soriz slams his opponent down to the ground with an axe-kick while in the air.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Impact Knuckles</big>===<br />
{{Micon|8}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Soriz's rush attack. The distance he travels increases with button strength, L being the shortest. All versions travel farther in [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]]. All versions are safe and give advantage on hit, meaning Soriz can safely back off or continue pressure as he pleases. The hitbox does not appear until he reaches a certain distance from the opponent, much like Balrog's Dash Straight. You'll be cancelling most of your moves into this to maintain pressure, as some characters cannot stop you from pressing a button afterwards.<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
}}<br />
<br />
===<big>Roundhouse Fang</big>===<br />
{{Micon|11}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Upwards kick. Has Crush properties vs airborne attacks during it's active frames but has no invincibility otherwise. Has bigger range in [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]]. Will cause a soft knockdown an opponent who is grounded. Airborne opponents will be forced into air tech for non-EX versions. On CH can be combo'ed from when the opponent is in corner. <br />
----<br />
;L Kick<br />
* Soriz kicks upward in place, used as standing anti-air, but overall {{clr|3|2H}} is better. <br />
----<br />
;M Kick<br />
* Soriz advances a bit before kicking upward. <br />
Can be used to anti-air opponents who are jumping in from slightly farther. Exercise caution as it can whiff against an opponent who jumped in too deep.<br />
----<br />
;H Kick<br />
* 6-frame H button in disguise.<br />
One of Soriz's fastest attacks and his highest priority button in his kit. This allows him to challenge pressure in ways others characters cannot, due to it's sheer speed and button crushing capabilities. In combos it can be a solid way to secure hard knockdowns without having to expend {{clr|3|22H}} or {{clr|3|236H}}.<br />
}}<br />
<br />
===<big>Punch the Stars</big>===<br />
{{Micon|10}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward. <br />
<br />
Typically used to end pressure safely when Soriz doesn't have access to his other specials or create a frame trap to punish mashing. H version can be used to bulldog his way in since it's plus on block. In [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]], the move deals more hits and can be followed up by [[GBVSR/Soriz#Super Skybound Art|Tenacious Will]] or [[GBVSR/Soriz#Super Skybound Art|Bravado Bullet]].<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
}}<br />
<br />
===<big>Rock Smash</big>===<br />
{{Micon|9}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Soriz punches the ground '''really hard''' and produces a column of flames. Can be used to stop single-hit projectiles. All 3 versions have bigger hitboxes in [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]]. <br />
* All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100.<br />
----<br />
;L Version<br />
* Fast startup, but minus on block.<br />
Generally used to knockdown the opponent when nothing else is available. Can also be used as a conditioning tool on block since it's only -3 when used in conjunction with 5U. Can be converted into a small combo on hit and leads to meaty {{clr|2|22M}} in corner. <br />
----<br />
;M Version<br />
* Slow startup, but '''VERY''' plus on block.<br />
Used to reset pressure on opponents scared to contest your block strings. Can start combos in the corner on hit. Midscreen hits can convert to corner carry especially on CH.<br />
----<br />
;H Version<br />
* Best of both worlds, but less plus than the M version. <br />
The centerpiece starter for most of Soriz's high damage corner combos. On block, it can be used as a guaranteed way to reset pressure and continue your block string.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Impact Knuckles</big>===<br />
{{Micon|8}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Impact Knuckles with super armor. Wallbounces anywhere on screen, allowing for a followup no matter where Soriz finds himself. Allows for incredibly explosive mid to fullscreen punishes. A valuable tool for navigating neutral against certain characters.<br />
}}<br />
<br />
===<big>Ultimate Roundhouse Fang</big>===<br />
{{Micon|11}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
Soriz's only reversal without using his Skybound Art. The hard knockdown caused by this move leaves the opponent right in front of Soriz. Like most ultimate reversals, the knockdown is very long, allowing Soriz to roll out of the corner and sideswap.<br />
}}<br />
<br />
===<big>Ultimate Punch the Stars</big>===<br />
{{Micon|10}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Fast startup version of Punch the Stars. On hit, transitions into a cinematic launcher, allowing for additional followups. <br />
}}<br />
<br />
===<big>Ultimate Rock Smash</big>===<br />
{{Micon|9}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
A leaping version of Rock Smash. Soriz jumps into the air, before slamming back down with a few explosive shockwaves. The jump at the start allows the move to briefly hop over low attacks as well as throw tech attempts, which leads to massive damage.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Leaping Tiger, Charging Dragon</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A big punch with invincible startup, and Soriz's only reversal option besides 623{{clr|4|U}}. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
<br />
Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Macho Ultimatum</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Soriz strips down and powers up, retaining all of his Skybound Gauge. The install lasts until the end of the round, and while it's active Soriz gains a few bonuses:<br />
* Defense buff based on how many Manliness stacks he absorbed with Muscle Fury.<br />
* Extra damage on special moves<br />
* Follow-ups to Punch the Stars<br />
* Extra hits and damage on {{clr|4|214U}}<br />
* Access to Way of the Fundoshi Fist<br />
* Faster dash<br />
Keep in mind, Soriz '''IS NOT''' invincible during the initial startup frames. Only '''AFTER''' the superflash animation is over (Frames 10-14). This is not usable as a reversal option.<br />
<br />
When cancelled from normals on block, Soriz is minus and potentially even punishable. Instead, confirming from counterhit normals is a more viable way to activate Macho Ultimatum at close-range. From a counterhit {{clr|3|c.H}}, Soriz is +9, allowing him to link into {{clr|2|c.M}}.<br />
<br />
Damage modifier during Macho Ultimatum:<br />
:1 stack = {{IconText|83.3%|GBVS_DefenseUp|Right}}, 2 stacks = {{IconText|76.9%|GBVS_DefenseUp|Right}}, 3 stacks = {{IconText|71.4%|GBVS_DefenseUp|Right}}, 4 stacks = {{IconText|66.7%|GBVS_DefenseUp|Right}}, 5 stacks = {{IconText|62.5%|GBVS_DefenseUp|Right}}<br />
}}<br />
<br />
===<big>Tenacious Will</big>===<br />
{{InputBadge|Punch the Stars > 214X}} or {{InputBadge|Punch the Stars > 2S}} during Macho Ultimatum<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > 214X<br />
|description=<br />
Macho Ultimatum-only follow up to Punch the Stars. Guard breaks and is very plus on block. On hit leaves the opponent standing. It's very slow but can be cancelled into early on the 4th hit in Punch the Stars. In corner leads to a guaranteed combo with {{clr|1|c.L}} on either hit or guard break. <br />
}}<br />
<br />
===<big>Bravado Bullet</big>===<br />
{{InputBadge|Punch the Stars > 236X}} or {{InputBadge|Punch the Stars > 6S}} during Macho Ultimatum<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > 236X<br />
|description=<br />
Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block, but if properly spaced allows Soriz to be safe. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with. <br />
*Wall bounces on CH from L or M version of Punch the Stars, even from midscreen, which makes contesting him very risky.<br />
*H version will always wall-bounce in the corner.<br />
}}<br />
<br />
===<big>Way of the Fundoshi Fist</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}} during Macho Ultimatum<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Macho 236236U<br />
|description=<br />
A Super Skybound Art tied to Macho Ultimatum's activation. The first hit of the super is a throw, effectively giving Soriz a dodge check. Can be comboed into, but Soriz must be very close to do so. Soriz '''IS NOT''' invincible during the startup of this move at all.<br />
<br />
* The opponent cannot jump, dodge or DP on reaction to the superflash animation, but '''ONLY''' if they are in range of the first attack (the stomp).<br />
<br />
* If easy input is used, the super deals 500 less damage than that of the technical input, dealing 4000 instead of 4500. <br />
<br />
Min Damage: Technical: 1050, Simple 600<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Soriz}}<br />
{{GBVSRweapons|Size=120|Character=Soriz}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Soriz|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Soriz]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Soriz&diff=432213GBVSR/Soriz2023-12-24T07:01:53Z<p>JC: "Updated" to Pros/Cons per the admin ruling on the format. Soriz players seem to have never believed in it in the first place.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Soriz is a rushdown character who pummels his opponents with frame traps and strong up-close pressure. Soriz has a handful of strong, plus-on-block special moves that allow him to constantly reset pressure, go for a mix-up, or force a response from his opponent. He also has some of the best comeback potential in the game thanks to his install super in [[#Macho Ultimatum|Macho Ultimatum]], enhancing him both offensively and defensively.<br />
<br />
Soriz's weaknesses lie in his lack of reach and disjoints on buttons, and his ability to "get in", as [[{{PAGENAME}}#Impact Knuckles|M Impact Knuckles]] is his only special that allows him to simultaneously close the gap and keep advantage, with a glaring risk of being spot-dodged.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= {{Character Label|GBVSR|Soriz}} is a frame trapping monster capable of keeping his opponent blocking and opening up those who try to mash their way out, with solid corner carry and mid screen damage to boot. <br />
| pros =<br />
* '''Never-Ending Pressure''': Soriz' special moves such as [[{{PAGENAME}}#Impact Knuckles|M Impact Knuckles]], [[{{PAGENAME}}#Punch the Stars|H/U Punch the Stars]], and [[{{PAGENAME}}#Rock Smash|M/H/U Rock Smash]] leave him advantageous on block and allow him to maintain his pressure and can even loop his pressure.<br />
* '''Excellent Damage''': Soriz deals high chip damage from his special moves and can convert most hits into high reward. In the corner, all of his special moves can convert into a high damaging combo, depending on the situation.<br />
* '''Efficient Footsies''': Soriz sports solid long-ranged pokes and a great rush-styled attack in Impact Knuckles. Soriz can always convert his options into pressure or a knockdown to begin his gameplan.<br />
* '''[[{{PAGENAME}}#Macho Ultimatum|Macho Ultimatum]]''': A powerful SSBA that enhances Soriz both offensively and defensively. When in this state, he gains access to a [[{{PAGENAME}}#Bravado Bullet|new combo starter]], a [[{{PAGENAME}}#Tenacious Will|new guard-crushing special]] and [[{{PAGENAME}}#Way of the Fundoshi Fist|SSBA]] to layer his offense, and a damage reduction buff depending on how many [[{{PAGENAME}}#Muscle Fury|Manliness Stacks]] he obtained.<br />
| cons =<br />
* '''Lacking Reversals''': [[{{PAGENAME}}#Muscle Fury|Muscle Fury]] is his strongest meterless defensive option, which loses to throws and isn't armored until frame 3. Muscle Fury's [[{{PAGENAME}}#Muscle Fury|follow-up]] can also be whiff-punished into a full-combo. Soriz requires 50 meter to use [[{{PAGENAME}}#Ultimate Roundhouse Fang|Ultimate Roundhouse Fang]] for a true reversal option.<br />
* '''Neutral Issues''': As [[{{PAGENAME}}#Impact Knuckles|Impact Knuckles]] is his main way of navigating through neutral, Soriz can struggle against characters who can easily snuff it out with long-range pokes or strong projectiles. Doesn't help that he's also one of the slower characters in the game. <br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: {{IconText|GBVS_MuscleFuryIcon|[[#Muscle Fury|Manliness]]}} Buff |ToCName=Unique Mechanic: Manliness Buff<br />
|content= Soriz' defense is increased during [[#Muscle Fury|Muscle Fury]] and [[#Macho Ultimatum|Macho Ultimatum]]. Every time he withstands an incoming attack with Muscle Fury, this defense buff will be further enhanced.<br><br />
Each hit taken is represented by a stack of {{IconText|GBVS_Manliness_1|Manliness}}. Soriz begins each round with 1 stack of Manliness and can have a maximum of 5 stacks.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Fast close-up pressure tool for staggers and frame-traps. Can link into {{clr|1|c.L}}, {{clr|1|f.L}} and {{clr|2|c.M}} on-hit if in range.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Very fast for a medium. Neutral on block, making it useful for pressure strings or as a meaty. Can also be hit-confirmed into from close Lights. <br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
His best starter in terms of raw damage. Use this for punishes and CH combos. Also useful as an alternative throw bait option to Universal Overhead as it leaves him plus on block. On CH, it can link into itself for crushing damage.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A standing low. Strong low option from far away. Combos into all of his H special moves and super. Can be chained into from lights to allow him to combo into a special move off {{clr|1|2L}} starters.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Your go-to poke for neutral. Has less reach than {{clr|3|5H}} but is faster.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Forward-moving kick with lots of range. Large hitstun allows you to easily confirm into super or your special moves. On counterhit, combos into {{clr|2|22M}} and {{clr|2|236M}}. You can use this to whiff-punish. Has jump-in crush frames, making it serviceable as a situational, far-reaching anti-air.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Fast, low option with decent range. Best for hit-confirming and pressure. Can link into itself twice from point-blank range and into {{clr|1|f.L}} at farther ranges.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Not actually a low despite appearances. Soriz's legs will go under most standing pokes but his upper body can still be hit. This is also mildly disjointed, as under Soriz's lifted leg there's no hurtbox, which assists as a shockingly good counterpoke against similar looking buttons. <br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Dedicated anti-air button with huge vertical reach. Does not have much of a horizontal hitbox but does a good job of reaching opponents directly above you. It's slower than [[GBVSR/Soriz#Roundhouse Fang|Roundhouse Fang]] but is far more rewarding on CH and can be special cancelled on normal hit. <br />
<br />
In corner combos this allows Soriz to juggle into {{clr|3|236M}} and even loop it depending on the height of the opponent for very good meterless damage. Is also capable of creating a safe jump if used as a ender in the corner (depending on the height of the opponent as well.)<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Pretty slow sweep with decent range. Doesn't low profile but useful as an ender for corner combo routes to create a safe jump situation when spotdodge cancelled. <br />
<br />
Able to be cancelled into specials and universal overhead.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Average dash heavy, though has armor on later frames, only really useful on slow punishes or people mashing on wakeup.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Elbow attack that stays active until landing or making contact with an opponent. This is your cross-up button.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Essentially an aerial version of his {{clr|2|f.M}}. Use this as an anti-air tool.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Soriz's dedicated and best jump in button. The hitbox hits very deep, which even stuffs some late anti-airs. <br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
* Launches the opponent upwards on hit.<br />
This would be useful in a game where you can jump-cancel moves in combos, but Granblue is not such a game. The only real use it has is [[GBVSR/Soriz#Way of the Fundoshi Fist|Way of the Fundoshi Fist]] CH AA {{clr|3|2H}} combos, which are extremely situational. Because it launches upwards, it's much harder to convert off of CH than his other jumping normals. Practically useless as a jump-in as it whiffs on crouchers. <br />
<br />
Has a niche, but unique use to catch characters like Ferry from swinging out of the corner with j.U, where other characters cannot. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>{{IconText|Muscle Fury|GBVS_MuscleFuryIcon|Right}}</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5U > 6X|versioned=input<br />
|description=<br />
* Armored on frame 3.<br />
* Reactive Muscles on close CH gains 20% meter.<br />
* Being hit while armored gives 1 stack of Manliness. Consecutive hits do not give multiple stacks.<br />
* Decent as an anti-air when you missed the opportunity to use 2H instead. Has Crush frames VS jump-in attacks<br />
* Primary use is to steal turns when you're safe but minus or in gaps in pressure strings. <br />
* Reactive Muscles hits both in front and behind Soriz.<br />
<br />
Soriz assumes a stance that allows him to absorb anything that isn't a throw, Skybound Art, or Super Skybound Art. It can be extended by holding U, and Soriz takes less damage while the stance is up. Keep in mind that like most armored moves, you will die if your HP drops below zero while armoring. Soriz also has access to the Reactive Muscles counterattack. You may choose to do the counterattack at any point in the stance animation whether or not your opponent hits you during it. If it counterhits a very close opponent, it will proc a cinematic zoom-in and build a very large amount of meter (20%). On crouching CH, it is possible to link into {{clr|1|c.L}}.<br />
<br />
<br />
<br />
Damage modifier during 5U:<br />
:1 stack = 70%, 2 stacks = 60%, 3 stacks = 50%, 4 stacks = 40%, 5 stacks = 30%<br />
:Does not stack with Macho Ultimatum's damage reduction<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up {{clr|1|2L}} in most cases, forward throw gives you a very strong mix game:<br />
* Safe {{clr|1|c.L}} (baits invincible reversals)<br />
* Meaty {{clr|2|c.M}} (can be up to +4 oB and +8 oH) <br />
* Meaty {{clr|3|c.H}} (links to itself on CH)<br />
* Wait and throw again (can be walked, jumped, and mashed out of)<br />
* Meaty {{clr|1|2L}} (beats walking, jumping, and mashing)<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Soriz slams his opponent down to the ground with an axe-kick while in the air.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Impact Knuckles</big>===<br />
{{Micon|8}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Soriz's rush attack. The distance he travels increases with button strength, L being the shortest. All versions travel farther in [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]]. All versions are safe and give advantage on hit, meaning Soriz can safely back off or continue pressure as he pleases. The hitbox does not appear until he reaches a certain distance from the opponent, much like Balrog's Dash Straight. You'll be cancelling most of your moves into this to maintain pressure, as some characters cannot stop you from pressing a button afterwards.<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
}}<br />
<br />
===<big>Roundhouse Fang</big>===<br />
{{Micon|11}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Upwards kick. Has Crush properties vs airborne attacks during it's active frames but has no invincibility otherwise. Has bigger range in [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]]. Will cause a soft knockdown an opponent who is grounded. Airborne opponents will be forced into air tech for non-EX versions. On CH can be combo'ed from when the opponent is in corner. <br />
----<br />
;L Kick<br />
* Soriz kicks upward in place, used as standing anti-air, but overall {{clr|3|2H}} is better. <br />
----<br />
;M Kick<br />
* Soriz advances a bit before kicking upward. <br />
Can be used to anti-air opponents who are jumping in from slightly farther. Exercise caution as it can whiff against an opponent who jumped in too deep.<br />
----<br />
;H Kick<br />
* 6-frame H button in disguise.<br />
One of Soriz's fastest attacks and his highest priority button in his kit. This allows him to challenge pressure in ways others characters cannot, due to it's sheer speed and button crushing capabilities. In combos it can be a solid way to secure hard knockdowns without having to expend {{clr|3|22H}} or {{clr|3|236H}}.<br />
}}<br />
<br />
===<big>Punch the Stars</big>===<br />
{{Micon|10}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Soriz releases a flurry of blows. L version moves him forward slightly, M and H advance farther forward. <br />
<br />
Typically used to end pressure safely when Soriz doesn't have access to his other specials or create a frame trap to punish mashing. H version can be used to bulldog his way in since it's plus on block. In [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]], the move deals more hits and can be followed up by [[GBVSR/Soriz#Super Skybound Art|Tenacious Will]] or [[GBVSR/Soriz#Super Skybound Art|Bravado Bullet]].<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
}}<br />
<br />
===<big>Rock Smash</big>===<br />
{{Micon|9}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Soriz punches the ground '''really hard''' and produces a column of flames. Can be used to stop single-hit projectiles. All 3 versions have bigger hitboxes in [[GBVSR/Soriz#Super Skybound Art|Macho Ultimatum]]. <br />
* All Versions lose 100 damage when doing them with simple input, 800/1100/1000 instead of 900/1200/1100.<br />
----<br />
;L Version<br />
* Fast startup, but minus on block.<br />
Generally used to knockdown the opponent when nothing else is available. Can also be used as a conditioning tool on block since it's only -3 when used in conjunction with 5U. Can be converted into a small combo on hit and leads to meaty {{clr|2|22M}} in corner. <br />
----<br />
;M Version<br />
* Slow startup, but '''VERY''' plus on block.<br />
Used to reset pressure on opponents scared to contest your block strings. Can start combos in the corner on hit. Midscreen hits can convert to corner carry especially on CH.<br />
----<br />
;H Version<br />
* Best of both worlds, but less plus than the M version. <br />
The centerpiece starter for most of Soriz's high damage corner combos. On block, it can be used as a guaranteed way to reset pressure and continue your block string.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Impact Knuckles</big>===<br />
{{Micon|8}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
A version of Impact Knuckles with super armor. Wallbounces anywhere on screen, allowing for a followup no matter where Soriz finds himself. Allows for incredibly explosive mid to fullscreen punishes. A valuable tool for navigating neutral against certain characters.<br />
}}<br />
<br />
===<big>Ultimate Roundhouse Fang</big>===<br />
{{Micon|11}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
Soriz's only reversal without using his Skybound Art. The hard knockdown caused by this move leaves the opponent right in front of Soriz. Like most ultimate reversals, the knockdown is very long, allowing Soriz to roll out of the corner and sideswap.<br />
}}<br />
<br />
===<big>Ultimate Punch the Stars</big>===<br />
{{Micon|10}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Fast startup version of Punch the Stars. On hit, transitions into a cinematic launcher, allowing for additional followups. <br />
}}<br />
<br />
===<big>Ultimate Rock Smash</big>===<br />
{{Micon|9}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
A leaping version of Rock Smash. Soriz jumps into the air, before slamming back down with a few explosive shockwaves. The jump at the start allows the move to briefly hop over low attacks as well as throw tech attempts, which leads to massive damage.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Leaping Tiger, Charging Dragon</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
A big punch with invincible startup, and Soriz's only reversal option besides 623{{clr|4|U}}. Has short range so you need to be close to the opponent. The first hit can be low-profiled by some characters. The slow startup also makes it susceptible to a lot of safe meaty cl.L setups.<br />
<br />
Bracketed numbers indicate the Fundoshi version.<br />
<br />
Min Damages: Technical 875→625, Simple 525→375, Install Technical 1125→625, Install Simple 675→375<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Macho Ultimatum</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Soriz strips down and powers up, retaining all of his Skybound Gauge. The install lasts until the end of the round, and while it's active Soriz gains a few bonuses:<br />
* Defense buff based on how many Manliness stacks he absorbed with Muscle Fury.<br />
* Extra damage on special moves<br />
* Follow-ups to Punch the Stars<br />
* Extra hits and damage on {{clr|4|214U}}<br />
* Access to Way of the Fundoshi Fist<br />
* Faster dash<br />
Keep in mind, Soriz '''IS NOT''' invincible during the initial startup frames. Only '''AFTER''' the superflash animation is over (Frames 10-14). This is not usable as a reversal option.<br />
<br />
When cancelled from normals on block, Soriz is minus and potentially even punishable. Instead, confirming from counterhit normals is a more viable way to activate Macho Ultimatum at close-range. From a counterhit {{clr|3|c.H}}, Soriz is +9, allowing him to link into {{clr|2|c.M}}.<br />
<br />
Damage modifier during Macho Ultimatum:<br />
:1 stack = {{IconText|83.3%|GBVS_DefenseUp|Right}}, 2 stacks = {{IconText|76.9%|GBVS_DefenseUp|Right}}, 3 stacks = {{IconText|71.4%|GBVS_DefenseUp|Right}}, 4 stacks = {{IconText|66.7%|GBVS_DefenseUp|Right}}, 5 stacks = {{IconText|62.5%|GBVS_DefenseUp|Right}}<br />
}}<br />
<br />
===<big>Tenacious Will</big>===<br />
{{InputBadge|Punch the Stars > 214X}} or {{InputBadge|Punch the Stars > 2S}} during Macho Ultimatum<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > 214X<br />
|description=<br />
Macho Ultimatum-only follow up to Punch the Stars. Guard breaks and is very plus on block. On hit leaves the opponent standing. It's very slow but can be cancelled into early on the 4th hit in Punch the Stars. In corner leads to a guaranteed combo with {{clr|1|c.L}} on either hit or guard break. <br />
}}<br />
<br />
===<big>Bravado Bullet</big>===<br />
{{InputBadge|Punch the Stars > 236X}} or {{InputBadge|Punch the Stars > 6S}} during Macho Ultimatum<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > 236X<br />
|description=<br />
Knockdown follow-up to Punch the Stars, only available in Macho Ultimatum. Very unsafe on block, but if properly spaced allows Soriz to be safe. Bravado Bullet travels almost 3/4 of the screen and can be whiff canceled from Punch the Stars, making it a decent tool to threaten with. <br />
*Wall bounces on CH from L or M version of Punch the Stars, even from midscreen, which makes contesting him very risky.<br />
*H version will always wall-bounce in the corner.<br />
}}<br />
<br />
===<big>Way of the Fundoshi Fist</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}} during Macho Ultimatum<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=Macho 236236U<br />
|description=<br />
A Super Skybound Art tied to Macho Ultimatum's activation. The first hit of the super is a throw, effectively giving Soriz a dodge check. Can be comboed into, but Soriz must be very close to do so. Soriz '''IS NOT''' invincible during the startup of this move at all.<br />
<br />
* The opponent cannot jump, dodge or DP on reaction to the superflash animation, but '''ONLY''' if they are in range of the first attack (the stomp).<br />
<br />
* If easy input is used, the super deals 500 less damage than that of the technical input, dealing 4000 instead of 4500. <br />
<br />
Min Damage: Technical: 1050, Simple 600<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Soriz}}<br />
{{GBVSRweapons|Size=120|Character=Soriz}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Soriz|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Soriz]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Belial&diff=432210GBVSR/Belial2023-12-24T06:40:06Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Former primarch of cunning with a manipulative streak lasting millenia. Belial is an unorthodox take on a shoto style character, with an emphasis on pressure and whiff punishing. While he doesn't have traditionally strong mid range pokes like most other shotos, he has a myriad of options up-close and at range, making him a very versatile character. One he does score the knockdown, he can force very oppressive pressure on his opponent, with any counter hit leading to big damage. Belial is also quite strong defensively, boasting two reversals, a tracking parry, and the best 5 frame button in the game that he can use at any time, which is a rare trait to have. Belial has just about any tool you can ask for, even if those tools work differently than you'd might expect.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a well-rounded character, excelling in whiff punishment and offensive pressure.<br />
| pros =<br />
* '''Ambiguous Pressure''': Many special attacks has ambiguous startup animation or delayed active frames, great for messing with opponent's decision-making. Excellent at controlling the pace of the match.<br />
* '''Good Offensive Pressure''': Without the use of hard committing moves like his command grab, non ex fireball pressure, or his command grab, he has good offensive pressure.<br />
* '''Great Fireball''': Goetia and its follow-ups keep rushing opponents in check.<br />
* '''Great Whiff Punishes''': With possibly one of the best backdashes in the game and his great f.H, being able to force whiffs and punish accordingly is very feasible to do.<br />
* '''Good Defensive Options''': A good variety of options to choose from on defense in the form of DP, 5U, and 2L.<br />
| cons =<br />
* '''Sit Down, Please''': Crouching confirms are a requirement, not an optimization, for standard combos. Belial tagging the opponent with a low, or simply hitting them while they're standing, will cripple his damage output.<br />
* '''Mediocre Normal Range''': While their frame data is quite good, his normals can be challenged by more specialized characters, requiring him to play somewhat unorthodox in the midrange.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card| game=GBVSR<br />
|input=c.L<br />
|description=<br />
A standard Granblue c.L. that is {{Adv-GBVSR|P|+4 }} on block, +8 on hit. Thanks to it's fast start-up and frame advantage on block you'll use this normal, along with {{clr|2|2M}}, to start your up-close pressure.<br />
<br />
{{clr|1|c.L}} links into itself, {{clr|1|2L}}, {{clr|2|c.M}}, and {{clr|2|f.M}} on regular hit. While linking into {{clr|2|2M}} and {{clr|3|c.H}} on crouching hit. In terms of frame traps, {{clr|1|c.L}} will frame trap into pretty much all of your other normals except for {{clr|3|2H}}. (Which you shouldn't be using in this situation anyway.) It's also worth noting that a {{clr|1|c.L}} > {{clr|3|c.H}} frame trap WILL lose to throws if done right beside your opponent.<br />
<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A standard Granblue c.M, frame traps from {{clr|1|c.L}} and {{clr|1|2L}}. Due to being 0 on block and 6 frame start up, when pressed again, can crush far light normals when spaced correctly. Good for pressure due to this, but otherwise pretty unremarkable.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Combo filler, big punish starter, and Belial's hardest hitting normal. {{clr|3|c.H}} can also function as an anti-air if opponent is above you. <br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
*Shares the same animation as 66M<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
*Hard Knockdown on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Links from {{clr|1|2L}} much more consistently than {{clr|2|f.M}}, making it a great way to confirm into {{clr|1|214L}} or {{clr|3|214H}} when near the corner for a combo extension. Somewhat useful as a poke.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
*Deals 2 Hits if you're close enough<br />
Strong pressure tool, links from {{clr|1|2L}} and {{clr|1|c.L}} if close enough and frame traps from them no matter the distance. Easy to confirm from due to being 2 hits, which would matter far more if Belial's confirm tools were actually unsafe.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
* 2 hit natural combo<br />
* 2nd hit does NOT cancel, only the first hit can<br />
Combos into {{clr|3|236H}} on first hit, useful in combos to extend into 214X. No longer combos on second hit CH, and you'll lose your turn on regular hit. Otherwise a pretty decent pressure button due to its range and forward momentum. Despite being -5 on block the only character who can actually punish it is Belial himself, using {{clr|1|2L}}. Still an extremely strong normal in neutral. Allows combos that would otherwise be impossible, thanks to Belial moving forward an absurd distance during its startup.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Not a low but nonetheless one of Belial's strongest defensive tools. It goes extremely far on its first active frame, significantly further than Lancelot's or either of Narmaya's {{clr|1|5L}}, allowing it to punish or beat moves that even those normals aren't capable of. <br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Hits low, +1 on block, decent range. The hitbox is extremely close to the ground, which can be exploited, but otherwise one of the most absurd normals in the game. Staple for pressure as it frame traps into {{clr|1|2L}}, {{clr|1|c.L}} itself, {{clr|2|f.M}}, and {{clr|3|f.H}} depending on spacing and matchup. Also combos into {{clr|1|2L}} and {{clr|1|c.L}} on normal hit, {{clr|2|c.M}} on crouching hit, and {{clr|2|f.M}}, {{clr|3|C.H}} and {{clr|3|f.H}} on counter hit.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Belial's designated anti-air normal, hitbox isn't as bad as it might seem. Combos from this tend to be finicky, and you might want to use {{clr|3|c.H}} instead, but it's still useful to swat people out of the air.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Much longer than the average sweep in exchange for being significantly slower. Useful poke.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description= Like the rest of the cast this is an easy way for Belial to obtain frame advantage as {{clr|1|66L}} leaves him {{Adv-GBVSR|P|+2}} on block. On hit Belial can almost always link his {{clr|1|2L}} into {{clr|1|f.L}} > {{clr|1|214L}} (at far distances omit the {{clr|1|2L}}) for a quick combo. If {{clr|1|66L}} leaves Belial close enough to the opponent however, he link his {{clr|2|c.M}} for a higher damaging combo instead. <br />
<br />
Unlike other members of the cast however {{clr|1|66L}} really shines in combos. Specifically versus crouching opponents. While comboing a crouching opponent Belial is able to do {{clr|3|236H}} > {{clr|3|4H}} followed by a {{clr|1|66L}} to reposition himself right beside the opponent. He than can treat it like a normal close hitting {{clr|1|66L}} and link {{clr|2|c.M}} to continue the combo further.<br />
<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description= Belial steps forward and stomps on the opponent's feet...in a rude, but sassy, manner! Though slower than the average low hitting {{clr|2|66M}} at 18 frames of start-up (most characters are faster at 12 frames start-up) Belial has the luxury of having the ONLY {{clr|2|66M}} that is actually plus on block at {{Adv-GBVSR|P|+1}} . Belial also trades the knockdown state of traditional low hitting {{clr|2|66M}}'s for being able to combo after his on hit. <br />
<br />
On standing hit, which is the state you'll catch your opponent in the most with this normal, Belial is able to link {{clr|1|2L}} into {{clr|1|f.L}} > {{clr|1|214L}}/{{clr|3|214H}}. In the ''rare'' event you hit your opponent crouching however you can instead link {{clr|2|c.M}} instead for excellent damage!<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description= Belial does his best impression of Gran and lunges at the opponent...'''''Timbs''''' first!!<br />
<br />
Though it has a bit of startup {{clr|3|66H}} is a decent to move to approach with every once in awhile. Like moves similar to it {{clr|3|66H}}'s frame advantage changes the later in it's active frames you make contact with the opponent. Making the move go from {{Adv-GBVSR|M|-3 }} to being as much as {{Adv-GBVSR|P|+4 }} on block! {{clr|3|66H}} also has a surprisingly high hit box as well.<br />
<br />
Thanks to this high hitbox {{clr|3|66H}} really shines in combos where Belial is juggling the opponent. Specifically in the corner after moves like {{clr|4|236U}} or {{clr|3|236H > 4H}}. In these cases Belial can follow-up with {{clr|3|66H}} to not only take off a chunk of damage...but continue said combo even further!<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
* can crossup<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Despite the animation, this cannot hit crossup. Ridiculously big hitbox, great for air-to-airs and jump-ins. <br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
*NOT an Overhead<br />
*High recovery on whiff<br />
*On hit bounces off the opponent. You can direct where he goes by pressing left or right, allowing you to pick up a combo with either {{clr|2|jM}} or {{clr|3|jH}}<br />
*Can convert from crouching hit<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Give Daddy Some Sugar</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Belial walks forward with his arms spread wide, while taunting the opponent. If attacked by anything other than a throw, he will automatically track the opponent and counterattack them, with a guaranteed hard knockdown after. This move leaves him on counterhit state on frames 1~3, but curiously, he is not on counterhit state during recovery. Although somewhat useful, this move can be blocked and spotdodged after the counter activation on certain situations, leaving Belial on less-than-ideal positions.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description= Although Belial's normal throws leave the opponent a decent distance away from them this is actually a blessing in disguise. By simply holding 9 (Up-Forward) during the throw animation you can auto time a safe jump by falling with an aerial like {{clr|3|j.H}} on the way down. This even safe jumps the 8-Frame Ultimate Reversals that are new to Rising. The only weakness to doing this is (unless in/near corner) if the opponent chooses to block Belial is left about a character length away from the opponent. Limiting his options to continue pressuring the opponent.<br />
<br />
The alternative option for this is to super jump forward after recovering from the throw animation. This leads to the safe jump as well (including vs Ultimate Reversals.) however the timing is a bit tighter. However, unlike the easy mode safe jump that was mentioned prior. The super jump version leaves Belial right beside the opponent. Allowing him to continue his pressure with moves like {{clr|1|c.L}} or {{clr|2|2M}}. Both of which still leave him plus on block.<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires 50% meter and a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Goetia</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Belial's projectile. Overall an extremely versatile tool.<br />
----<br />
;L Fireball<br />
{{clr|1|236L}} goes forward and is used like a standard projectile, or to control space by transitioning into Everyone's A Little Crooked.<br />
----<br />
;M Fireball<br />
{{clr|2|236M}} goes upward at about a 40 degree angle from Belial. Used to control air space occasionally, and sometimes to reset pressure, but never without the follow-up.<br />
----<br />
;H Fireball<br />
{{clr|3|236H}} follows the same trajectory as {{clr|1|236L}}, and has three hits instead of one. What makes it unique to the other two versions is its ability to transition into Everyone's A Little Crooked even on hit and block, making it an extremely strong tool for midscreen combos and extending pressure from a frame trap. The H followup only combos on crouching opponents.<br />
}}<br />
<br />
===<big>Everyone's A Little Crooked</big>===<br />
{{InputBadge|During Goetia > 4X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236X~4L,236X~4M,236X~4H<br />
|versioned=input<br />
|description=<br />
Goetia followup which transforms the projectile into a spinning scythe that hits multiple times. The scythe takes a (very short) moment to spin up after transforming, during which the projectile does not have a hitbox. {{clr|1|L}} followup causes the scythe to move forward, {{clr|2|M}} followup causes the scythe to move backward, and {{clr|3|H}} followup causes the scythe to decelerate and eventually spin in place. <br />
<br />
In addition to the universal forward/backwards/stop commands, the {{clr|1|L}} and {{clr|2|M}} followups cause the scythe to move vertically up or down depending on which version of Goetia was initially used. For example, the forward moving {{clr|1|L}} Goetia cancelled into {{clr|1|L}} followup will cause the scythe to move up as well as forwards, while {{clr|2|M}} Goetia into {{clr|1|L}} followup will cause the scythe to move down as well as forwards. The specifics are as follows:<br />
* The {{clr|1|L}} and {{clr|2|M}} followups to {{clr|1|L}} and {{clr|3|H}} Goetia cause the projectile to move forwards & up and backwards & up respectively<br />
* The {{clr|1|L}} and {{clr|2|M}} followups to {{clr|2|M}} Goetia cause the projectile to move forwards & down and backwards & down respectively<br />
* The {{clr|3|H}} followups to all versions of Goetia do not affect the scythe's vertical positioning, except for the {{clr|2|M}} version, where the spinning scythe slowly descends after it stops moving forward.<br />
<br />
The {{clr|1|L}} and {{clr|3|H}} followups push the opponent slightly on hit and block, while the M followup vacuums opponents towards Belial.<br />
The {{clr|1|L}} and {{clr|2|M}} followups hit 3 times, while the {{clr|3|H}} followup hits 5 times.<br />
}}<br />
<br />
===<big>Notoria</big>===<br />
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Belial's reversal.<br />
----<br />
;L DP<br />
{{clr|1|623L}} has less air time than others, giving characters who thrive on air combos worse punishes. Notably has no invulnerability.<br />
----<br />
;M DP<br />
{{clr|2|623M}} has no invulnerability and only hits on the way down, but is plus on block. Can be used as a fakeout for people expecting the L version, but don't expect a good player to fall for it, as it can quite easily be interrupted with DP or even 2H on reaction. It can also be meatied to be a maximum of +7 on block while having 11 frames of recovery.<br />
----<br />
;H DP<br />
{{clr|3|623H}} only reversal with invulnerability and adds a follow-up hit for extra damage, making it a strong combo ender in many situations.<br />
}}<br />
<br />
===<big>Asmodeus</big>===<br />
{{Micon|9}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
An advancing strike. If it hits from close range, it will grab the opponent and do more damage.<br />
----<br />
;L Version<br />
{{clr|1|214L}} is a combo ender that sees usage when you're too far for {{clr|3|236H}}/{{clr|3|623H}} to hit, or if those specials are on cooldown. Can also be used as a frame trap, but it'll lose you your turn.<br />
----<br />
;M Version<br />
{{clr|2|214M}} is also a combo ender, but can only be comboed into from {{clr|3|c.H}} or full autocombo on crouching hit. Can also connect from certain buttons on Counter Hit, such as {{clr|2|2M}}, {{clr|3|f.H}} and even {{clr|2|f.M}}<br />
----<br />
;H Version<br />
{{clr|3|214H}} launches the opponent and combos from basically any normal, leading to massive damage in corner. Post-{{clr|3|236H}} nerf it's undoubtedly your best corner combo starter.<br />
<br />
}}<br />
<br />
===<big>Vassago</big>===<br />
{{Micon|12}} {{InputBadge|632146X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=632146L,632146M,632146H<br />
|versioned=input<br />
|description=<br />
A forward walk that ends in a command throw. Numbers in brackets indicate damage if done with technical input (and if not canceled into).<br />
----<br />
;L Version<br />
{{clr|1|632146L}} moves a short distance, but won't activate until Belial has walked its full length.<br />
----<br />
;M Version<br />
{{clr|2|632146M}} moves further. You probably won't use this at all due to its absurd startup.<br />
----<br />
;H Version<br />
{{clr|3|632146H}} will automatically activate once Belial is close, making it by far the most practical version, despite the EX flash being an additional telegraph.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
===Ultimate Skills===<br />
===<big>Ultimate Goetia</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
Fast projectile that excels at winning fireball wars. On hit will automatically perform a spin similar to {{clr|3|H}} Everyone's a Little Crooked. Hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Notoria</big>===<br />
{{Micon|5}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter.<br />
Invincible reversal that beats safejabs. On hit, transitions in a cinematic hit where Belial stomps on his opponent before kicking them away for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Asmodeus</big>===<br />
{{Micon|9}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
*Guard Crushes on block. Can be up to +8 when spaced.<br />
<br />
Fast, high damage version of Asmodeus.<br />
}}<br />
<br />
===<big>Ultimate Vassago</big>===<br />
{{Micon|12}} {{InputBadge|632146U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=632146U<br />
|versioned=input<br />
|description=<br />
*Requires 50% meter, refunds 25% on hit and 12.5% on block.<br />
A version of Vassago designed to deceive. The startup is identical to {{clr|4|5U}}, and acts as a parry in the same way that move does. When an opponent is close however, it becomes a highly damaging command throw.<br />
<br><br />
The meter cost is consumed as soon as the input is performed, so an observant opponent can immediately break the illusion by noticing that meter was spent.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Legemeton</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
An invulnerable move that strikes first, then dashes forward with another strike, so it can be used against distant enemies too. The gap between the two hits is just long enough that if they input 4G during the flash, the second hit'll catch its recovery.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Anagenesis</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Invulnerable on the first hit. Kicks the enemy into the air, then finishes them off with Anagenesis. Useful for close combos, or to interrupt/punish the enemy.<br />
<br />
Be mindful of the first kick's hitbox as it may not catch opponents above you.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Belial}}<br />
{{GBVSRweapons|Size=120|Character=Belial}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Belial|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Belial]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Lowain&diff=432208GBVSR/Lowain2023-12-24T06:36:39Z<p>JC: Moved to Pros/Cons per the admin decision on the format. These are completely copypasted, including the jokes as Lowain is himself a joke character.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Lowain is an oddball character who makes use of a large bag of funny gags and weird moves to befuddle his opponent. He relies on his [[GBVSR/Lowain#Magnificent Tool of Destruction|Katapillar (or Katbot)]] and his fellow [[GBVSR/Lowain#Sammy & Tommy|Brofams (Bros)]] to control neutral and set up mixups, all the while healing himself and building SB Gauge with [[GBVSR/Lowain#Don't Mind If I Do|Don't Mind If I Do]] in a wacky hit-and-run playstyle.<br />
<br />
Lowain also makes liberal use of meter, sporting a [[GBVSR/Lowain#Ultimate Sammy & Tommy|fullscreen projectile]] to deal with zoners, a [[GBVSR/Lowain#Ultimate Magnificent Tool of Destruction|full corner-to-corner hit-confirm]] and an [[GBVSR/Lowain#Ultimate Come at Me, Bro!|invincible reversal]] to supplement his poor defense. With full meter, he can bring about the ultimate gimmick, the [[GBVSR/Lowain#Human! Pyramid! Attack!|Human Pyramid Attack (HPA)]], or call upon the notorious [[GBVSR/Lowain#Try This on for Size!|Yggdrasil (Yggy)]] to finish off unprepared opponents.<br />
<br />
That said, Lowain can fall short on defense and, without strong game sense from the player, can falter against opponents who understand his tricks well. In addition, Lowain is not a combo or damage-heavy character, meaning that players must exercise fair knowledge of setups for him to work well.<br />
<br />
If this peculiar style of play appeals to you, Lowain and his Bros might just make your day.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a gimmicky character who summons allies to attack for him.<br />
| pros = <br />
* '''Strong Okizeme:''' with Sammy & Tommy (236X) and Magnificent Tool of Destruction (22X), Lowain has access to incredibly solid okizeme, which can even lead to ‘unblockable’ setups. His 5U allows him to heal or build meter, which is a very strong tool to use on knockdown as well.<br />
* '''Incredible Sweep:''' {{clr|4|2U}} is one of the best sweeps in the game, thanks to its surprisingly long travel distance and its ability to be special cancelled on hit or block. It also low profiles a lot of moves, making it a great callout on certain moves.<br />
* '''Knowledge Checks:''' Lowain’s kit is filled with gimmicks, which can make him very overwhelming if the opponent has no experience with the matchup. Especially his supers ‘Human Pyramid Attack’ (HPA) and ‘Yggdrasil’ can lead to high damage against players without prior knowledge.<br />
* '''Personality:''' While it might not give you a competitive edge, the voice acting for Lowain is the best in the game, both in English and Japanese, with unique voice lines against certain characters. Combine this with his goofy animations, and you have a character that oozes personality.<br />
| cons = <br />
* '''Lackluster Reversal:''' Lowain does not have a traditional DP, but uses a parry instead. If used to parry normals however, the opponent can spotdodge or DP the follow-up, making its use situational at best and weak option on defense, giving Lowain a harder time when pushed into the corner.<br />
* '''Non-traditional Supers:''' While both of his supers are very strong installs, once you reach certain levels of play where players know how to deal with HPA and Yggdrasil, they become way less effective and often lead to less damage than a traditional super.<br />
* '''Special Reliant:''' Lowain relies heavily on Awesomesauce (214X) for damage and his main way to end a combo and score a knockdown. Once 214X is on cooldown, Lowains combo game is extremely limited, mainly using 236X and 22X to zone the opponent out until 214X comes of cooldown.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Pressure tool. Can go directly into a combo or use links to do frame traps.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Vital normal for Lowain. Used after 214U to connect and every range, as a situational anti-air and as a pressure/combo tool after 66L. Any of the 3 hits can be canceled <br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Combo starter/Juggle tool. Can be a situational anti air too if they are close.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack. Special cancelable.<br />
<br />
----<br />
'''c.XXX'''<br />
*Special cancelable.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender. Knocks down on counter hit allowing for oki of choice.<br />
<br />
On normal hit, Lowain can set up a reversal-safe {{clr|1|2S}}.<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender. Knocks down on counter hit allowing for oki of choice.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Hit confirm button and fast poke. It’s used in link combos and for pressure. Rather stubby though.<br />
<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Neutral whiff punish/poke. Has fairly long reach Can cancel into specials for additional pressure. At max range you can cancel into {{clr|1|214L}} to become even or + on block (usually about +1).<br />
<br />
Also used in combos to link into Awesome Sauce (214X).<br />
}}<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Okay whiff punish tool but rather unremarkable everywhere else due to its poor range.<br />
<br />
}}<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Lowain's mixup tool for his 236X oki.<br />
<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Neutral whiff punish/poke. A mid that has pretty long reach. Can also use it as a pressure tool to keep people on their toes. Can cancel into specials. Important to use in tandem with 66L.<br />
<br />
Can low profile a lot of moves.<br />
}}<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Rather small anti air that leads into big punishes on hit. Has good vertical range but not much horizontal range in front of him which makes some jump in arcs a bit awkward to anti-air. Facilitates a lot of optimal air juggle combos with {{clr|3|2H}} > {{clr|1|214L}}. Use it to combo into HPA.<br />
}}<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Advancing, low profile sweep that leads to oki. Very hard to punish due to it being spaceable and special cancelable on both block and hit.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
THE universal pressure button. Use with c.M, f.L and 2M.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Lowain slides along the ground like a penguin, similarly to Elsam, for a low attack. Only scores a hard knockdown for oki on counter hit, but the soft knockdown allows Lowain to place down {{clr|1|2S}}, reversal-safe. Regardless, unless covered by rockets or bros, this move is extremely risky to throw out.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
Lowain pulls an El Fuerte and performs a body slam over the opponent, similarly to Tomoi. Hits mid and crosses up, which is not particularly handy considering the existence of the Block button. <br />
However, it is -2 on block, which is not punishable AND and it can bait throws since it propels Lowain into the air. If you counter hit someone with this, depending on the angle, you can combo into the first hit on c.H or, at every angle, f.M.<br />
On normal hit, Lowain can place down {{clr|1|2S}}, reversal-safe.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Lowain’s foot sticks out until he lands. Great air to air button, though it can be crouched. Once used, it's active during your whole jump, which makes it easy to anti-air.<br />
<br />
The range makes it good to wall an opponent trying to jump over {{clr|3|22H}} rockets.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Crossup tool. Be wary of the range though since it's pretty short.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Air to ground attack. Has more range than {{clr|2|j.M}} so you can also use it air to air situations or mix up the timing on your jumping attacks.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Multihitting happy feet attack. Good for mixups/pressure since every hit counts as an overhead. It also changes the trajectory of your jump a little bit due to increased floatiness. Note that it can only hit an opponent up to 5 times before the active frames are forced to run out.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Don't Mind If I Do</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Lowain skillfully cooks up a random food item that restores either his health or meter. This ridiculous move enables Lowain to leisurely spend meter and mount a comeback if he needs to heal. <br />
<br />
He can make use of it during Katbot oki, from fullscreen, canceled from a successful sweep, or during Ultimate Katbot.<br />
<br />
Health: Corn (5%), Meat (10%), Spaghetti (20%)<br />
<br />
Meter: Salad (8%), Parfait (30%)<br />
<br />
Chance of getting each food item: Corn (30%), Meat (20%), Spaghetti (10%), Salad (30%), Parfait (10%)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
Forward throw is Lowain's best throw. Gives him enough time to set up oki, at +44 advantage. <br />
<br />
His back throw is less good, but still allows him to set a summon up, at +36 advantage. <br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Typical air throw. This throw also has an interesting property where if you air throw an opponent into a summon, the summon will hit them during the throw animation and damage them, and also condemn your knockdown.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
<br />
Important for Lowain since he is reliant on 214X for combos. Hitting this allows him to set up summons and eat, too.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
<br />
Good for carrying them to the corner where Lowain's pressure shines, but also allows him time to cycle his 214X cooldown.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Sammy & Tommy</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Projectile moves (for some reason). Calls in Sammy/Elsam or Tommy/Tomoi depending on the button you press.<br />
<br />
This is the key move for setting up mix. The slide hits low and Lowain is able to move around before it hits allowing him to setup a jump in overhead to hit his opponent just when or around when Elsam slides. The brofams are very susceptible to active hitboxes. Any hitbox will hit a brofam and their attack will be negated. However, on hit, the brofams will soak up 1 hit of a projectile. Brofams will continue to attack even if Lowain is hit or blocking which makes some trade situations possible. The brofams' attacks come out faster the closer Lowain is to the edge of the screen, which you can exploit as a jumpscare reversal sometimes.<br />
<br />
The brofams will despawn when performing either of Lowain's supers. <br />
----<br />
;L Version<br />
* Elsam slides in with a low-hitting attack.<br />
* Can be used for both mix and a launcher to be followed up by 2H or c.H.<br />
----<br />
;M Version<br />
* Tomoi jumps in and splashes on the foe for a mid attack.<br />
* The delay is useful for covering Lowain's approach, an empty jump 2L, throw, or even Raging Strike<br />
----<br />
;H Version<br />
* Calls both at the same time. Good after the opponent air recovers in the corner since it allows for a 50/50.<br />
}}<br />
<br />
===<big>Come at Me, Bro!</big>===<br />
{{Micon|4}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Lowain stances up and intercepts the opponent's attack with a Counter, Akatsuki Blitzkampf style. Note that he cannot parry unblockable attacks. His parry is also a guard point type parry which means your opponent can cancel the attack that triggers the parry if they are able to. An aware opponent can protect themselves by cancelling their normals into spotdodge, DP, sba, or ssba to avoid the parry followup. If they spotdodge, Lowain is left negative but not punishable.<br />
<br />
He can also combo off of his parries near the corner. You can only combo from parry if they land a high jump in for his L and H parries. M Parry will always give you a chance to follow up if you land it near the corner.<br />
<br />
Good for dealing with 66L since the attacker cannot cancel it into anything.<br />
----<br />
;L Parry<br />
* Counters highs and mids.<br />
----<br />
;M Parry<br />
* Counters low hits only.<br />
----<br />
;H Parry<br />
* Counters everything but throws.<br />
}}<br />
<br />
===<big>Awesome Sauce</big>===<br />
{{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
Lowain catapults himself across the stage, with style. This is your major combo extender/ender. All versions become airborne after startup allowing you to go over some low hitting attacks<br />
----<br />
;L Version<br />
* Slow start-up. <br />
This is plus on block if spaced/Meaty (up to +5) and in general is unpunishable from any range. <br />
----<br />
;M Version<br />
* Fast start-up and good damage. <br />
Your primary resourceless combo ender. <br />
----<br />
;H Version<br />
* Wallbounces in the corner.<br />
Extremely important for extending combos due to the wallbounce in the corner, but can be used for corner carry and jumpscare mobility option if you're crazy.<br />
}}<br />
<br />
===<big>Magnificent Tool of Destruction</big>===<br />
{{Micon|16}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Summons the mighty Lady Katapillar (or Katbot) into battle. One of your major sources of neutral and THE major source of okizeme. Listed startup is how long it takes Katapillar to actually do the attack. Lowain can act 34F after inputting the move. The Katerpillar is very susceptible to active hitboxes. Any hitbox will hit Katerpillar and her attack will be negated. Katerpillar will continue to attack even if Lowain is hit or blocking which makes some trade situations possible.<br />
----<br />
{{Clr|1|22L}} Performs advancing rocket punches.<br />
<br />
This is the one you'll be using for oki 80% of the time.<br />
----<br />
{{Clr|2|22M}} Fires an Aether Beam at slightly upward angle.<br />
* Opponent can duck under it at max range. <br />
Excellent for zoning and to answer your opponent's projectiles. <br />
----<br />
{{Clr|3|22H}} Fires a salvo of rockets<br />
<br />
What neutral? Zones the opponent and allows Lowain to approach, eat, or ring up his bros. Can be used in tandem with with 236U for a great source of chip damage and zoning.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Sammy & Tommy</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
Sends the boys across the screen in a flaming wheel of cool. The sheer force and power of Sammy and Tommy with some Skybound Gauge behind them is enough to facetank most opposing fireballs, giving it a similar utility to most of the cast's Ultimate fireballs.<br />
*Cannot be used if either bro is already on the screen.<br />
}}<br />
<br />
===<big>Ultimate Come at Me, Bro!</big>===<br />
{{Micon|4}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
Lowain's only real reversal outside of SSBA. Invul on startup, Lowain launches a pair of rising strikes before following up with a dive. The dive is a low.<br />
*Grants 2SL oki upon connecting the dive.<br />
}}<br />
<br />
===<big>Ultimate Awesome Sauce</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
A faster version of Awesome Sauce. Deals an extra hit, but also has a significantly shallower launch angle, with the hard knockdown leaving the opponent much closer to Lowain than any other version. Floorbounces, so can be comboed out of midscreen.<br />
}}<br />
<br />
===<big>Ultimate Magnificent Tool of Destruction</big>===<br />
{{Micon|16}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
Summons a Katapillar with a pair of drills equipped, that quickly advances forwards across the ground. If it connects with an opponent on hit or on block, it'll repeatedly hit them and keep them in either hitstun or blockstun until colliding with the edge of the screen or the corner. Because of this, Lowain can chase the Katapillar down to ensure he gets the maximum amount of hits and corner carry.<br />
<br />
The final hit also crumples and combo limits, giving Lowain enough time to either eat a few items or eat once and set up a bro.<br />
<br />
*Lowain cannot summon another bot while this one is onscreen.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Human! Pyramid! Attack!</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Unleashes the final form of the Lowain Bros. Enters Pyramid Stance after invulnerable startup, granting Lowain boosted movement speed and a new set of attacks for a short time, but rendering him unable to block, only spotdodge. That said, Lowain has unlimited armor and is completely immune to throws of all kinds during HPA. Note that if your HP drops to zero Lowain will die and, if the HPA timer runs out, his bros will desert him and he will turn back to normal. <br />
<br />
Can be used to end corner combos, mix up the opponent or to chip them out. <br />
<br />
* Recovers 1 Bravery Point for Lowain during superflash.<br />
}}<br />
<br />
===<big>Totally Rad Juke</big>===<br />
{{InputBadge|Pyramid > G}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H G<br />
|description=<br />
Dodges incoming attacks from the foe. The bros can't block while in HPA, so use this skill to avoid taking damage.<br />
}}<br />
<br />
===<big>It's Lit, Bros</big>===<br />
{{InputBadge|Pyramid > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H L<br />
|description=<br />
Performs a three-hit flurry of slashes. This skill deals a considerable amount of chip damage when blocked. It's fairly unsafe on block allowing your opponent to punish with some damage before you're able to act again.<br />
<br />
Can combo from the move below, "fireworks," into 236U.<br />
}}<br />
<br />
===<big>Definitely Don't Try This at Home</big>===<br />
{{InputBadge|Pyramid > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H M<br />
|description=<br />
Ignites fireworks toward the sky. This skill doesn't have much horizontal reach, but easily catches foes trying to jump in. Easily juggles into itself multiple times on airborne opponents.<br />
}}<br />
<br />
===<big>Flex On 'Em</big>===<br />
{{InputBadge|Pyramid > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H H<br />
|description=<br />
Performs a swift overhead attack. Is considerably plus on block making it usable for frame traps if they block it.<br />
}}<br />
<br />
===<big>Catch 'Em Slippin'</big>===<br />
{{InputBadge|Pyramid > U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H U<br />
|description=<br />
Performs a low sliding attack that sends the opponent flying high. Can be followed up with Definitely Don't Try This at Home, the fireworks, upon connecting. <br />
}}<br />
<br />
===<big>Moment of Truth</big>===<br />
{{InputBadge|Pyramid > {{clr|4|236U}}}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H 236U<br />
|description=<br />
Perform a powerful rush attack that can be canceled from any skill used during HPA. It'll also disband the pyramid. <br />
<br />
The rush attack will cause Guard Crush if blocked, which can be used to checkmate low health opponents via 22H > HPA > 236U.<br />
<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Try This on for Size!</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Summons (an imaginary) Yggdrasil into battle in place of Lowain for a time period (a gauge will show up under Lowain's health bar). Also comes with her own moves (see below). Attacks hitting Yggdrasil have 50% of their damage reduced, and she can't be knocked out. Her skills deal big damage at just about any range, so give her a call when it's about time to finish off the opponent. All of her attacks can be spotdodged individually or avoided. When the timer runs out Lowain has punishable recovery frames. Make sure you finish them off or you push them far enough to avoid being punished.<br />
<br />
Yggdrasil can be controlled to move back and fourth slowly, which can be used to fence your opponent in.<br />
<br />
Slightly less useful against experienced players (you still get ridiculous chip damage) However, Lowain disappears when this move goes active. So it can be used as a get-out-of-jail-free card if you're in a pinch since it does have frame 1 invincibility. <br />
<br />
* Recovers 1 Bravery Point for Lowain during superflash.<br />
}}<br />
<br />
===<big>Earth Pillar</big>===<br />
{{InputBadge|Yggdrasil > L}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U L<br />
|description=<br />
Erects three rock pillars from the ground. Their placement can be adjusted by holding 6 or 4 when pressing the button. Air unblockable.<br />
}}<br />
<br />
===<big>Axis Mundi</big>===<br />
{{InputBadge|Yggdrasil > M}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U M<br />
|description=<br />
Fires a homing projectile from above. The start-up before its release can be extended by holding the button down, which will cause the sphere to travel slower, allowing for lava and lightning setups.<br />
}}<br />
<br />
===<big>Nether Veil</big>===<br />
{{InputBadge|Yggdrasil > H}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U H<br />
|description=<br />
Carpets the entire ground in lava. Unblockable!<br />
<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
===<big>Luminox Genesi</big>===<br />
{{InputBadge|Yggdrasil > U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U U<br />
|description=<br />
Projectile. Generates a massive column that pulls the foe in and hits multiple times. Deals plenty of chip damage. If blocked in the air, can be linked into 6L for an air unblockable setup.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Lowain}}<br />
{{GBVSRweapons|Size=120|Character=Lowain}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Lowain|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Lowain]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Lancelot&diff=432207GBVSR/Lancelot2023-12-24T06:31:55Z<p>JC: Moving to Pros/Cons per admin ruling on the format. These are mostly copypasted.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Lancelot is a blazing fast rushdown monster with incredible conditioning using his {{MMC|input=214L|label=[[#Southern Cross|Southern Cross]]}} {{keyword|rekka}}s of variable timing and a very advantageous projectile, {{MMC|input=236H|label=[[#Wogenstrom|Wogenstrom]]}}. In conjunction with his teleports, command dash, and unique walljump, Lancelot has the tools he needs to get into and stay in a range where he can continuously mix up the opponent.<br />
<br />
However fun that may sound, Lancelot does need to be mindful and careful not to overextend, as his normal attacks can be short ranged and he lacks a meterless reversal, which can make his life harder on defense. <br />
<br />
Looking for a speed demon all about offense and stylish combos? Lancelot got you covered.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a tricky character whose speed and various mixup tools can overwhelm opponents at close range.<br />
| pros = <br />
* '''Good Mobility:''' Between his [[#Turbulenz|Turbulenz]] teleports, [[#Wirbelwind|Wirbelwind]] command dashes, and his [[#Delta Leap|Delta Leap]] walljumps, Lancelot's mobility is near unparalleled.<br />
* '''Versatile Sweep:''' [[#2U|2U]] is a great forward-moving attack that can low profile under various normals and projectiles for an easy punish. It also gives hard knockdown on hit, and can even be made safe on block if spaced properly.<br />
* '''Strong Okizeme:''' [[#Wogenstrom|Wogenstrom]] is a projectile that is very plus on block, enabling a variety of pressure and mixups when used as a meaty after a knockdown.<br />
* '''Strong Pressure:''' The [[#Southern Cross|Southern Cross]] series and their followups move Lancelot forward, can be delayed to create frame traps, and can even be spaced to be even or plus on block. Using them in conjunction with [[#Turbulenz|Turbulenz]] allows Lancelot to repeatedly reset pressure or land throws once the opponent has been conditioned to block.<br />
| cons = <br />
* '''Short Range:''' Lancelot can struggle in neutral against characters who have longer normals and faster projectiles.<br />
* '''Nontraditional Meterless Reversal:''' [[#Turbulenz|H Turbulenz]] is not a {{keyword|DP}}-style reversal that attacks while rising, which limits anti-air options and makes escaping pressure more risky.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|L|5L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
* Can transition into {{MMC|input=c.XX|label=Triple Attack}} on contact at any range.<br />
<br />
Lancelot's {{clr|L|5L}} does not change based on proximity. However, having no far variation means it will have very poor range in any situation.<br />
As his fastest grounded normal and +4 on block, it's used for a variety of things including starting close-range pressure, mashing through pressure gaps on defense, tick throws, and as a reversal-safe meaty after a knockdown. <br />
<br />
}}<br />
<br />
===<big>{{clr|M|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
* Combos into {{clr|L|5L}} on crouching.<br />
* Combos into {{clr|H|c.H}} on counterhit.<br />
<br />
This is Lancelot's go-to move in close-range pressure alongside {{clr|L|2L}} and {{clr|L|5L}}. With dash momentum, {{ComboText|{{clr|M|c.M}}, {{clr|L|5L}}, {{clr|M|f.M}}}} leaves Lancelot at the perfect distance for {{clr|L|214L}} to be plus on block afterwards. It can sometimes be used as a last-minute anti-air, but it's far worse than {{clr|H|2H}} in terms of hurtboxes.<br />
}}<br />
<br />
===<big>{{clr|H|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Two-hit attack, primarily used for punishing or combos. Being two hits makes it easier to confirm hits, but if the first hit is a Counter Hit, the property is not carried over to the second. As an example, {{ComboText|CH {{clr|H|c.H}}(1) > {{clr|H|236H}}}} combos but {{ComboText|CH {{clr|H|c.H}}(2) > {{clr|H|236H}}}} does not.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Mid Triple Attack ender. It's safe on block, and usually cancelled into Skills for combos.<br />
<br />
----<br />
'''c.XX6M'''<br />
* Not cancellable into other moves.<br />
<br />
Low Triple Attack ender that knocks down on hit. It's safe on block at all ranges, and can be used to close out rounds on low health opponents.<br />
<br />
----<br />
'''c.XX6H'''<br />
* Not cancellable into other moves.<br />
<br />
Overhead Triple Attack ender that leaves Lancelot at +1 and in range for {{clr|M|M}} or {{clr|H|H}} normals (except for {{MMC|input=2H|label={{clr|H|2H}}}}) on hit. It's safe on block at all ranges, and can be used to close out rounds on low health opponents.<br />
}}<br />
<br />
===<big>{{clr|M|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
One of Lancelot's primary grounded pokes. It's somewhat shorter-ranged than other characters' {{clr|M|f.M}}s. It's primarily used in conjunction with {{MMC|input=2M|label={{clr|M|2M}}}} and {{clr|L|214L}} to pressure from midrange. If spaced at max range, cancelling into {{clr|L|214L}} leaves Lancelot +1 afterwards.<br />
<br />
}}<br />
<br />
===<big>{{clr|H|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Lancelot pokes out both his daggers as far as he can. His farthest reaching poke. Decent range considering his other normals. Combos into {{clr|L|66L}} at almost any range, making it a decent buffer when trying to stuff someone's poke. Alternatively, cancelling into {{clr|M|214M}} only combos on Counter Hit and can be +1 on block if it's spaced far enough.<br />
}}<br />
<br />
===<big>{{clr|L|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
* Can cancel into itself or {{clr|L|5L}} once per string<br />
<br />
Lancelot's fastest low, and thus his primary low mix-up option in pressure. It's also useful as a way to catch opponents trying to Cross-Over.<br />
}}<br />
<br />
===<big>{{clr|M|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Lancelot slashes low but don't be fooled, it's a mid. {{clr|M|2M}} functions as a proximity-independent counterpart to other characters' {{clr|L|f.Ls}}, as Lancelot does not have the latter. It has shorter range than {{clr|M|f.M}}, but has faster startup and better frame advantage while also catching Cross-Overs. It links from {{clr|L|5L}}, allowing for combos like {{ComboText|{{clr|L|5L}} > {{clr|L|5L}}, {{clr|M|2M}} > {{clr|L|214L}}}}. The startup is quick enough to punish moves like Djeeta's {{clr|L|{{MMC|chara=Djeeta|input=214L}}}} on block, and can even hit Charlotta on her way down after blocking her {{MMC|chara=Charlotta|input=[2]8H|label={{clr|H|H|}} {{keyword|Dragon Punch}}}}, allowing a decent punish combo.<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Lancelot's designated anti-air attack. It's pretty fast, and has a good hitbox that beats cross-ups easily. If it hits anti-air, cancelling into {{clr|L|214L}} (whiff) is a reliable option. On non-Counter Hit, confirming into {{MMC|input=214X > 4X|label={{clr|L|214L~4L}}}} results in a little more damage. On Counter Hit, confirming into {{clr|M|c.M}}/{{clr|H|c.H}} nets a high damage combo, especially in the corner.<br />
<br />
Cancelling into {{MMC|input=623M|label={{clr|M|623M}}}} on non-Counter Hit or {{MMC|input=5U > 5U|label={{clr|U|5U}}}} on Counter Hit can result in higher damage routes, but the combo drops if the wrong cancel is used for the wrong Counter Hit state.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
* Not cancellable into other moves.<br />
<br />
A low slide that's safe when properly spaced to hit late and very unsafe otherwise. {{keyword|Low profile}}s really well, going under both projectiles like {{CLabel|GBVSR|Gran}}'s {{MMC|chara=Gran|input=236L|label=Reginleiv}} and some far-reaching pokes like Katalina's {{MMC|chara=Katalina|input=f.M|label={{clr|M|f.M}}}}. The hard knockdown on hit allows for a safe jump, but the safe jump is spacing dependent.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|L|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
*Links into {{MMC|input=c.M|label={{clr|M|c.M}}}} on hit and {{MMC|input=c.H|label={{clr|H|c.H}}}} on crouching or Counter Hit.<br />
<br />
A plus-on-block advancing mid. Has many uses, including neutral, pressure, and combos.<br />
}}<br />
<br />
===<big>{{clr|M|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
<br />
A low slide. Relative to {{MMC|input=2U|label={{clr|U|2U}}}}, it has slightly more range but is more negative on block at all ranges, with a worse soft knockdown reward on hit instead of a hard knockdown.<br />
}}<br />
<br />
===<big>{{clr|H|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
*Links into {{MMC|input=c.M|label={{clr|M|c.M}}}} on hit and {{MMC|input=c.H|label={{clr|H|c.H}}}} on Counter Hit.<br />
<br />
An advancing double swing that's slow and unsafe on block, but launches for a combo on hit.<br />
}}<br />
<br />
===<big>{{clr|L|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Standard air light normal. Good horizontal hitbox, not so good vertical. Probably Lancelot's best air-to-air button as his other air normals are better at hitting grounded opponents. If it counterhits an opponent in the air while Lancelot is falling, landing and picking up a combo with a grounded normal is reliable.<br />
}}<br />
<br />
===<big>{{clr|M|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Lancelot slashes beneath him. Contrasting {{clr|L|j.L}}, this attack has shorter horizontal range in exchange for being his only air normal that can be used to cross-up the opponent. It's primarily used in safe jumps after a {{MMC|input=22L|label={{clr|L|22L}}}}/{{MMC|input=5U > 2U|label={{clr|U|5U > 2U}}}} teleport or low wall jump, and loses in the air against other aerial attacks.<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Lancelot's primary jump-in attack, used for safejumps and high/low mix-ups in the corner. Only the first hit is an overhead. On hit, combos into {{clr|L|2L}} even if only one hit lands. The move has no cross-up hitbox directly beneath Lancelot's body, so use {{clr|M|j.M}} for those purposes instead.<br />
<br />
The good horizontal hitbox also makes this move decent at air-to-airing opponents, but it's slower than {{clr|L|j.L}} and because it's two hits Lancelot won't get a combo if it counterhits them.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Actions==<br />
===<big>Delta Leap</big>===<br />
{{InputBadge|9}} or {{InputBadge|6 while midair and touching the wall}}<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GBVS_Lancelot_DeltaLeap.png<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
Lancelot's unique walldive. Can only be done from the actual stage walls, not the edges of midscreen. 9 will have him jump away from the wall in an upwards arc and 6 will have him dive diagonally towards the ground without any arc. He can act immediately out of this, which includes all air normals and even {{clr|4|j.U}}, making this both a mixup and an escape tool.<br />
</div><br />
</div><br />
<br />
===<big>Wirbelwind</big>===<br />
{{InputBadge|{{clr|4|5U}}}} or {{InputBadge|{{clr|4|j.U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,j.U,5U > 5U,5U > 6U,5U > 4U,5U > 2U<br />
|versioned=input<br />
|description=<br />
Performs a dashing maneuver that can be canceled on the ground into various follow-ups. The dash covers a pretty good distance but has a lot of recovery, even when using Quick Stop.<br />
----<br />
;Air Version<br />
Fastfalls diagonally towards the ground. Lancelot cannot act until he reaches the ground and also has some landing recovery. A versatile movement tool with many applications that increase after a hard knockdown or when {{MMC|input=236H|label={{clr|H|236H}}}} is forcing the opponent to block, including baiting anti-airs and reversals. Altering the fastfall timing during a jump makes which side he lands on extremely ambiguous.<br />
----<br />
;Quick Stop<br />
Used to bait whiffs in neutral when well-spaced, but the recovery can prevent a proper punish. Also used in some anti-air combo routes. <br />
----<br />
;Cross Over<br />
Can cross through opponents, but its recovery and the presence of the Guard button doesn't make it a strong mixup just by itself.<br />
----<br />
;Feint<br />
Also used to bait moves in neutral, with less risk than Quick Stop. Using this to bait forward-moving reversals can reward Lancelot with a huge punish.<br />
----<br />
;Jump<br />
Same as the teleport from {{MMC|input=22M|label={{clr|M|236M}}}}. The diagonal angle and partial invincibility when Lancelot disappears makes it possible to force many wakeup {{keyword|Dragon Punch}}es to whiff after a midscreen knockdown, at the risk of losing to regular anti-airs.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
* '''Forward Throw:'''<br />
** Advantage on hit: +34<br />
Lancelot's forward throw leaves him point blank and at enough advantage to set up a 236X for pressure afterwards. Any DP will punish 236L, but 236H is safe against reversals with startups longer than 9f. The hard knockdown allows for all shades of setups, not just limited to 236X, but that's by far the easiest.<br />
<br><br><br />
* '''Back Throw:''' <br />
** Advantage on hit:<br />
Lancelot's back throw sends the opponent half screen, which is too far for 236X to work as a meaty.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
* Sets up a hard knockdown not too far in front of Lancelot.<br />
Lancelot's airthrow is similar to his forward throw in that you get a 236X setup for continued pressure.<br />
<br><br><br />
If your reactions are on point, you can catch people jumping out of your rekka pressure with this. Just be warned you cannot do anything else until you land if it whiffs, so if you mess up your read you're going to get punished. <br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=RC<br />
|description=<br />
* Costs 25% Skybound Gauge.<br />
<br />
A guaranteed follow-up after a {{MMC|input=MH|label=Raging Strike}} hits. It automatically moves forward enough to be in range of {{MMC|input=c.H|label={{clr|H|c.H}}}}, regardless of how far the Raging Strike hit from.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Wogenstrom</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Fires a projectile that travels across the stage. Very advantageous on contact and very important for his okizeme game. This skill has slow startup but fast recovery, so Lancelot can move and go on the offensive while the projectile is still onscreen. Keep in mind that in a neutral fireball fight you're likely to get hit out of the startup. Comboing into this from '''CH {{clr|3|c.H(1)}}''' is possible and adds a good chunk of damage if you use '''{{clr|3|236H}}''' as it has enough hitstun for you to jump and land a '''{{clr|3|j.H}}'''.<br />
----<br />
;L Fireball<br />
* Faster startup but also fast travel time. <br />
* Travels fullscreen.<br />
----<br />
;M Fireball<br />
* Slower startup but also much slower travel time.<br />
* Travels fullscreen.<br />
Very good to cover your approach because of how slow it travels.<br />
----<br />
;H Fireball<br />
* Hits 3 times.<br />
* Only travels 3/4 of the screen.<br />
* Hard knockdown on air hit.<br />
Hits 3 times on both hit and block, making easy to confirm on hit and incredibly plus on block. If the opponent is caught blocking the projectile in the air, they can be hit with any other grounded move since mids are air-unblockable.<br />
}}<br />
<br />
===<big>Blade Impulse</big>===<br />
{{Micon|6}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
A sliding lunge attack. If spaced correctly to hit at tip range, every version can be safe on block.<br />
----<br />
;{{clr|L|623L}}<br />
* Travels about half screen. <br />
* Cannot sideswitch.<br />
<br />
Safe on block at almost all ranges. Used in high damage anti-air combos as it can be linked into {{clr|H|c.H}}(1) if it hits high enough.<br />
----<br />
;{{clr|M|623M}}<br />
* Travels about 3/4ths screen.<br />
* Can sideswitch with the opponent when used at closer ranges.<br />
* Launches the opponent higher when hitting on frames 28~33.<br />
<br />
Safe on block from most ranges, albeit with much slower startup than the other versions. Can be used to close the distance in neutral, as an anti-air/reversal punish combo tool, and as a niche meaty on far hard knockdowns or throws in the corner. If it hits at tip range, linking into {{clr|H|c.H}} for a full combo is possible.<br />
----<br />
;{{clr|H|623H}}<br />
* Travels about 3/4ths screen.<br />
* Cannot sideswitch.<br />
<br />
Launches and wallbounces the opponent on hit, allowing combo extensions in the corner where Lancelot remains close enough to link into {{clr|L|5L}} or {{clr|H|c.H}} afterwards.<br />
}}<br />
<br />
===<big>Southern Cross</big>===<br />
{{Micon|9}} {{InputBadge|{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H,214X > 4X,214H > 4H,214X > 4X Ender<br />
|versioned=input<br />
|description=<br />
* Technical inputs only require 214X for the first attack, while 4X is used for the follow-ups.<br />
<br />
Multi-part advancing slash attacks, colloquially known as "{{keyword|rekka}}s". <br />
<br />
The initial attack and first follow-ups are safe on block, allowing Lancelot to reset his pressure after conditioning the opponent with the {{keyword|frame trap}} properties of delayed follow-ups. Additionally, the initial attacks themselves can be spaced to be even or plus on block the further out they make contact. If they hit at the absolute max range, both {{clr|L|214L}} and {{clr|M|214M}} can be +1 on block.<br />
<br />
The ender attacks are very unsafe on block but have a small gap from the previous parts, which makes them a last-chance frametrap to catch opponents attempting to take their turn back by mashing after blocking the minus-but-safe follow-ups. <br />
----<br />
;{{clr|L|214L}}<br />
* Can hit up to 3 times. <br />
* {{clr|L|214L}} links into {{MMC|input=5L|label={{clr|L|5L}}}} on standing counterhit and {{MMC|input=c.M|label={{clr|M|c.M}}}} on crouching counterhit<br />
* {{clr|L|214L~4L}} links into {{clr|M|c.M}} on crouching counterhit only<br />
<br />
Staple follow-up after hitting with farther-ranged normals such as {{MMC|input=f.M|label={{clr|M|f.M}}}}, {{MMC|input=2M|label={{clr|M|2M}}}}, and {{MMC|input=f.H|label={{clr|3|f.H}}}}. <!--Using a sequence like {{ComboText|{{clr|M|c.M}}, {{clr|L|5L}}, {{clr|M|f.M}} > {{clr|L|214L}}}} to condition an opponent to block can open them up for further pressure, or a throw. Keep in mind that strings like {{ComboText|{{clr|L|2L}}, {{clr|L|5L}}, {{clr|M|f.M}} > {{clr|L|214L}}}} actually leave Lancelot slightly negative, and while {{ComboText|{{clr|M|c.M}}, {{clr|M|c.M}}, {{clr|M|f.M}} > {{clr|L|214L}}}} can still set up plus-on-block {{clr|L|214L}} it leaves massive gaps in his pressure.--><br />
<br />
{{clr|L|214L}} being +1 on hit allows Lancelot to attempt a [[GBVSR/Attack_Attributes#Crush|crush]] reset with {{clr|M|c.M}} against opponents pressing {{clr|L|5L}}. Against characters whose fastest normal is 6 frames, {{MMC|input=c.H|label={{clr|H|c.H}}}} can be used instead.<br />
<br />
----<br />
;{{clr|M|214M}}<br />
* Can hit up to 3 times. <br />
* Both {{clr|M|214M}} and {{clr|M|214M~4M}} link into {{clr|L|5L}} on crouching counterhit only<br />
<br />
Slower startup and farther travel distance than {{clr|L|214L}}. Staple combo ender after hitting {{clr|3|c.H}} or a {{MMC|input=c.XXX|label=Triple Attack}} at midscreen for damage and corner carry. The increased startup makes it a frame trap out of auto combo and most normals, but this gap is vulnerable to invulnerable reversals. Since {{clr|M|214M}} travels farther than {{clr|L|214L}}, successfully getting an opponent to block it when pushed out of {{clr|L|214L}} range maintains Lancelot's frame advantage.<br />
----<br />
;{{clr|H|214H}}<br />
* Can hit up to 5 times. <br />
<br />
Mainly used to add damage to the end of very long "resource dump" combos where other specials are no longer available. The increased number of hits does mean that it builds more meter than any of Lancelot's other specials.<br />
<br />
Because 214X is a critical part of Lancelot's pressure and combos, constantly putting the Skill on cooldown this way should be used sparingly. Delaying the follow-ups can be used to secure rounds against very low health opponents via chip damage, but this results in gaps that are vulnerable to reversals.<br />
<br />
}}<br />
<br />
===<big>Turbulenz</big>===<br />
{{Micon|14}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H,22[L],22[M],22[H]<br />
|versioned=input<br />
|description=<br />
Lancelot teleports into the air. The horizontal distance depends on the button strength used. All versions can be held which will make Lancelot follow up with a overhead plunging attack.<br />
<br />
* Airborne on frame 4.<br />
----<br />
;{{clr|L|22L}}<br />
* Teleports about the distance of Lancelot's backdash. <br />
* Unlikely to cross up unless performed point-blank.<br />
<br />
Since a ground throw leaves Lancelot point blank at significant frame advantage, {{clr|L|22L}} afterwards results in a {{keyword|safejump}}. Doing a microwalk/microdash beforehand not only allows for a {{keyword|crossup}} with {{clr|M|j.M}}, but causes many {{keyword|Dragon Punch}}es to whiff.<br />
----<br />
;{{clr|M|22M}}<br />
* Teleports about the distance of two of Lancelot's backdashes. <br />
* Lancelot always appears in front of the opponent, so this version cannot cross up.<br />
<br />
Same safejump after ground throw as {{clr|L|22L}}, without the cross-up option.<br />
----<br />
;{{clr|H|214H}}<br />
* Teleports almost the distance of three of Lancelot's backdashes. <br />
* Lancelot always appears in front of the opponent, so this version cannot cross-up.<br />
----<br />
;22[X]<br />
* Makes contact with standing opponents on frame 16 and crouching opponents on frame 17.<br />
<br />
Lancelot plunges down with an overhead sword stab which is invincible on the way down, but extremely unsafe on block. Can be used to call out opponents using {{clr|H|2H}} or other {{keyword|anti-air}} moves like {{keyword|Dragon Punch}}es.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Wogenstrom</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
Lancelot's ultimate fireball, complete with a unique mechanic. The projectile only has a single hit, but applies a special "frozen" state to the opponent on both hit and block. This frozen state causes an opponent's movements and attacks to slow down for a few seconds, making them incredibly vulnerable to Lancelot's pressure. If Lancelot manages to hit his opponent before the state wears off, the hit will result in an extended freeze state, allowing for conversions that aren't normally possible.<br />
<br />
The frozen state wears off after a few seconds, or if the opponent can hit Lancelot.<br />
}}<br />
<br />
===<big>Ultimate Blade Impulse</big>===<br />
{{Micon|6}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
A version of Blade Impulse that both crumples and sideswaps on hit. The crumple lasts long enough for Lancelot to combo afterwards, so converting into {{clr|4|623U}} can be ideal for escaping the corner.<br />
}}<br />
<br />
===<big>Ultimate Southern Cross</big>===<br />
{{Micon|9}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
A faster, further-carrying version of Southern Cross, ending with a multihit flair.<br />
}}<br />
<br />
===<big>Ultimate Turbulenz</big>===<br />
{{Micon|14}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
Lancelot's only reversal outside of his Skybound Arts. Unlike the other versions of Turbulenz, this version comes with a rising strike that beats safejabs, before diving down for a cinematic finish. The hard knockdown leaves the opponent close enough to Lancelot to do a cross-up {{keyword|safe jump}} with {{MMC|input=j.M|label={{clr|M|j.M}}}}.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Weiss Flugel</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
* Loses invincibility shortly after the startup but regains it on hit when the cinematic animation begins to play.<br />
<br />
Lancelot dashes forward with a slash and unleashes a flurry of slashes when he hits. Invincible startup and can travel about half screen if the opponent is far enough, but stops at the opponent's location regardless so it's very punishable on block or whiff. The full cinematic always plays on any hit, so it is guaranteed to drain 1 BP from the opponent.<br />
<br />
* Recovers 1 Bravery Point for Lancelot during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Schöner Winterhügel</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U (Air OK)}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U,j.236236U<br />
|versioned=input<br />
|description=<br />
A powerful diving attack with invincible startup.<br />
<br />
* Recovers 1 Bravery Point for Lancelot during superflash.<br />
* Removes 2 Bravery Points from the opponent on hit.<br />
----<br />
;{{clr|U|236236U}}<br />
<br />
Automatically locks onto the opponent's position with no additional input, but can be manually angled by holding {{clr|1|L}} (sharp angle, short range), {{clr|2|M}} (shallow angle, far range), or {{clr|3|H}} (shallow angle, full screen range) during startup.<br />
* Lancelot is only invincible during the startup when he jumps up to the wall so on the way down he can run into {{keyword|Dragon Punch}}es, armored moves, and projectiles, making this a situationally worse reversal compared to {{clr|3|236236H}}. <br />
* There is a blind spot where the move can whiff when Lancelot is cornered, but intentionally whiffing {{clr|4|236236U}}~[{{clr|3|H}}] can be an expensive way to escape the corner. <br />
* Because of the time it takes for Lancelot to travel to the wall and back to the opponent, the opponent may tech out before it hits in some midscreen juggle combo situations when Lancelot's back is too far away from the wall. In this case, either use {{clr|3|236236H}} or don't spend the meter.<br />
----<br />
;{{clr|U|j.236236U}}<br />
<br />
Dives from Lancelot's current position at a sharp angle, similar to a grounded {{clr|4|236236U}}~[{{clr|1|L}}]. Does not track and cannot be manually aimed like the ground version. <br />
* Can be used as a hard callout to crush anti-air attempts, but is even more unsafe than the ground version. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Lancelot}}<br />
{{GBVSRweapons|Size=120|Character=Lancelot}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Lancelot|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Lancelot]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Grimnir&diff=432206GBVSR/Grimnir2023-12-24T06:30:06Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Grimnir can command the winds to advance across the battlefield in multiple directions and shift the trajectory of his projectiles at will. By utilizing his superior mobility options, he can rush down foes and oppress them with attacks from every angle.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a unique character who can set Wind Crests on the screen and use them to expand his movement or to extend combos with Gale Dash.<br />
| pros =<br />
* Unique movement options<br />
* Ability to create strong setplay scenarios<br />
* A flexible fire ball game<br />
| cons =<br />
* Floaty jump <br />
* Below average normals<br />
* No meterless reversal options<br />
}}<br />
</div><br />
<br />
== Normal Moves==<br />
===Ground Normals===<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Relatively standard {{clr|L|c.L}} in terms of usage in pressure and framedata. Works well with Grimnir's other normals, allowing for non-standard linking options.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Slightly slower than average {{clr|M|c.M}}, but still quite useful as a punish tool. Use {{clr|M|2M}} or {{clr|L|f.L}} when a 6f button is needed (like after {{clr|H|214H}}.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Relatively rare 8f {{clr|H|c.H}}. Links after {{clr|L|c.L}} and also frame traps, but limits Grimnir's pressure options on block. His best punish starter in terms of raw damage.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender.<br />
*Combos into {{clr|M|214M}}.<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Plus on block, long reaching, and fast low. Excellent at the range it covers. Unfortunately, at max range, it's difficult to capitalize on the frame advantage as Grimnir's normals will either whiff or be slower than average.<br />
* Hits low.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description= A slightly slower than average standing poke. You will be using this to whiff punish mainly or as a less committal poke option that confirms into 214{{clr|1|L}}/{{clr|4|H}} or 623{{clr|1|L}}/{{clr|2|M}} on hit. {{clr|1|66L}} tends to outperform this button within the midrange due to having further reach and better frame data.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Two-hitting {{clr|H|f.H}} where Grimnir blasts the air in front of him with magic and then does a huge stab forward with his lance. The first hit is actually the same speed as his {{clr|H|c.H}}, making linking into it from {{clr|L|c.L}} incredibly consistent. Deals slightly less damage if only the second hit connects. Due to the long duration of the move, if your opponent jumps at you or rolls, it will likely result in you getting punished. Use carefully. <br />
<br />
Cancelling into {{clr|L|L}} tornado will be plus but whiff at max range. Cancelling {{clr|M|M}} tornado are a little slower but will always reach and be plus at max {{clr|H|f.H}} range. Note that max range {{clr|H|f.H}} will not combo into either {{clr|M|214M}} or {{clr|H|214H}} leaving only 214U as the only possible combo option. <br />
<br />
* Startup in [] is for the second hit only.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description= Your typical GBVS crouching low that has solid range and great for catching opponents trying to walk away or jump during your up-close pressure. Chains into itself up to two times making confirms easy.<br />
* Hits low.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= Grimnir performs a quick crouching swipe with his hand that hits mid. Lower range than you'd expect from a {{clr|2|2M}}, but with the benefit of only 6f of startup, making it faster than most other {{clr|2|2M}}s. Decent combo filler, being able to link from {{clr|1|66L}} and cancel into {{clr|3|236H}}, {{clr|3|623H}} and {{clr|3|214H}}.<br />
<br />
In neutral, it has better damage and range than {{clr|1|f.L}}, yet worse frame advantage on block, making it ill-suited for a poke unless you really need that extra distance or 2f extra startup compared to {{clr|3|f.H}} for a whiff punish.<br />
<br />
During Grace of the Radiant, {{clr|2|2M}} > Gale Dash is a simple, looping combo with significant corner carry.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Incredibly vertical anti-air normal. Grimnir is forced to rely on this as his '''623X''' specials have no invulnerability aside from the {{clr|U|U}} version. Be warned that it is easy for opponents to jump at Grimnir from ranges where his 2H can whiff if they choose not to press a button. On either normal or counter hit this button can confirm into {{clr|3|236H~4X}} giving strong combo opportunities. <br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description= A sliding kick attack that covers a far range. Up close this button will cause a hard knockdown on hit but will be punishable on block. From further ranges it will not knockdown and instead the opponent will remain standing. At mid ranges this will usually result in them still standing with Grimnir NEGATIVE on hit. From max range it can result in you being plus on hit and safe on block<br />
<br />
The main uses for this move are to catch an opponent trying to walk away from you as Grimnir lacks a low hitting dash attack. It can also be used as an option to stuff approach attempts such as run ins or crossovers. Due to the "sour spot" on this move it can sometimes leave you in a bad position even if you manage to hit with it.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description= As is universal with most {{clr|1|66L}}s in the game, you want to be hitting this whenever and wherever you can. From most distances you can easily confirm into {{clr|2|2M}} on hit. If blocked you can even frame trap 6f buttons with {{clr|2|c.M}} if done close enough.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description= Grimnir steps forward and does an overhead kick. Use this move sparingly as it is incredibly unsafe on block and has no cancel options to save you. Ideally you only want to use this to surprise your opponent and close out a round or as a mixup option with {{clr|3|236H}}~4X covering you.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description= Grimnir lunges forward and lifts up his lance to launch his opponent upwards. A bit of an awkward move since it is nowhere near ubiquitous as his {{clr|1|66L}}. It does have a larger hitbox at the cost of more startup. However this move is awkward to confirm without a counter hit midscreen. This can be confirmed on normal hit in the corner. Some combo routes have a use for this move as the damage on it is quite high and it is possible to juggle again with the right setup.<br />
}}<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description= Grimnir sticks out his knee which remains active until he reaches the ground. Short range and you will sometimes use this as a quick air-to-air. <br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description= Grimnir thrusts one of his legs forward at a diagonal angle downwards. This is the money-maker button and is the button that is used as a rising overhead in F-Shiki/Fuzzy Overhead setups. On top of that, this button also has a solid cross up hitbox so you can use it when you jump behind an opponent as well. An excellent option for air-to-airs as well.<br />
<br />
*Rising j.M will hit standing characters except for: Charlotta, Narmaya, Cagliostro, Anre, and Anila.<br />
<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description= Grimnir takes his lance and thrusts it at a downward angle in front of him. This is a solid jump in option because of the high damage and reward on hit. The large blockstun and hitstun on this move is ideal for setting up F-Shiki setups or just as a good hitconfirm into a standing heavy button. <br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= Grimnir halts his current momentum and dives directly downwards with a multi-hitting ball of wind energy that hits mid. This button has a very strong cross up hitbox and is continuously active until he lands. The frame data on this varies with timing as the hits come out at set intervals. You are usually aiming to hit in a way where one hit of the dive connects just as you are about to land for maximum frame advantage (up to +4 on block). If any of the last hits whiff or do not come out before he lands you may end up with worse frame advantage (+0 on block). If whiffed, there is landing recovery that can be punished by a wary opponent. <br />
<br />
This move has a wide range of uses as a pseudo-fast fall you can use to change your falling trajectory and bait out anti-air attempts. For baiting out responses, you can easily use run up instant jump forward {{clr|4|j.U}} against an opponent expecting to tech a throw or trying to mash on your run ups. If positioned correctly, you can land with enough frame advantage to link into {{clr|1|c.L}} on hit. Grimnir has floatier jump so you will often use this to land on top of your opponent quicker compared to a regular jump in button.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description= Grimnir does a floaty jump forward. If a wind crest is out he will automatically jump towards the last crest placed on the screen. The best uses of this move are to jump towards a crest on a part of the screen you want to get to or as a way to position yourself for oki setups. You can also use it as risky way to extend pressure on block since you can jump towards your opponent mid-blockstring. But this is easy to react to and you may risk being anti-aired.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
===<big>Wind Crest Dash</big>===<br />
{{InputBadge|{{clr|4|Any direction+U off a Wind Crest}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=XU<br />
|description=Generally -2 on block, except for doing j.6u low to the ground, which is even and you can j.l after.<br />
Generally, only active frames of normals can be cancelled into these. However, you can cancel the active frames of 623x moves, and you can cancel active+recovery frames of 22u and any wind crest dash, allowing for choosing between airtight cancels, frame traps, and extending pressure.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description= Grimnir grabs the opponent and swirls them in place before shooting them half-way across the screen. Midscreen there is plenty of time to dash up and meaty with a light button or to use the opportunity to setup crests. You can also safejump midscreen with a super jump j.M. Near the corner you can also use the frame advantage to setup a meaty, plus on block fireball with 236L~4X. Holding up-forward for an auto timed safejump is also a valid option.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description= Grimnir snatches his opponent in the air and then sends them back down. No interesting properties aside from just being a usable air throw. In the corner you have enough frame advantage to setup a meaty 236X-4X.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===Dancing Storm===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description= Grimnir manipulates the winds and shoots a tornado at this opponent. Basic zoning tool to control ground movement and keep his opponent in check.<br />
<br />
----<br />
;{{clr|1|236L}}<br />
Throws a tornado a short distance forward. Has lower recovery than {{clr|2|M}} version at the cost of less range. Can be spaced to be slightly plus if performed from max {{clr|2|f.M}} range.<br />
----<br />
;{{clr|2|236M}}<br />
{{clr|2|M}} tornado is usually the best to use in neutral due to its range. Travels about 3/4 of the screen before disappearing. Can usually be made plus if done from max range {{clr|3|H}} on block.<br />
----<br />
;{{clr|3|236H}}<br />
Enhanced multi-hitting tornado which will travel as far as the {{clr|2|M}} version but will be plus on block at any range. This is your primary source for on-demand plus frames during pressure strings. <br />
<br />
<br />
}}<br />
<br />
====Wind Shift====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236X4X,236H4X, 236X6X,,236H6X, 236X8X, 236H8X<br />
|versioned=input<br />
|description= While a tornado is out, you can alter its movement by inputting 4X, 6X, or 8X as it travels across the screen. This takes a standard projectile and gives it a wider range of applications. <br />
----<br />
;4X<br />
Spins tornado in place. Makes it hard for opponent to move in neutral and can even be used as an okizeme tool.<br />
----<br />
;6X<br />
Launches the tornado forwards at a faster speed and will add a knockdown if it hits the opponent. Useful for extending the range of his tornado since they normally do not reach fullscreen if they are not shifted. <br />
----<br />
;8X<br />
Arcs tornado upward, useful for stuffing air approaches or people expecting the '''4X''' version. If it counter hits you can confirm an anti-air hit if you are close enough or have 214U ready. <br />
}}<br />
/<br />
<br />
===Winds of Temptation===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
<br />
*Can cancel active frames into wind crests dashes if he touches one while spinning<br />
<br />
Grimnir spins at his opponent like a cyclone and knocks them away. This move is mainly combo filler as the non-ultimate versions have no invincibility whatsoever. If there are wind crests nearby you can continue the combo after a spin and net even more damage or position yourself for a potential setup.<br />
<br />
----<br />
;{{clr|1|623L}}<br />
Spins himself forward on the ground. This move confirms nicely from lights but is mainly just combo filler. Not recommended for neutral purposes at all unless you have wind crests to cancel into nearby.<br />
----<br />
;{{clr|2|623M}}<br />
Grimnir spins diagonally upward into the air. This can also confirm from light attacks but be warned that the rising upward portion has a tendency to whiff against crouching characters unless you are point blank. The angle and speed at which he rises gives it some function as an anti-air option but unfortunately it lacks any invincibility making it an inconsistent option.<br />
<br />
----<br />
;{{clr|3|623H}}<br />
Enhanced version of {{clr|2|623M}} that is a staple for corner combo routes. {{clr|3|623H}} on standers can be followed up with air normals to extend pressure. Against crouchers, they just block the first hit and then can punish you with {{clr|3|2H}}. Can also be used as a make-shift anti-air option like {{clr|2|623M}}. Still has NO INVINCIBILITY. <br />
}}<br />
<br />
===Deathrite Tempest===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description= Grimnir shoots himself feet first at his opponent and knocks them away. An easy to use combo ender that can occasionally be thrown out in neutral to catch an unprepared opponent.<br />
<br />
----<br />
;{{clr|1|214L}}<br />
Grimnir travels a short distance in front of him about the length of his f.M. Consistently safe special to hit confirm with and also an option that lets you apply some chip on block safely. Low reward but low risk to use.<br />
<br />
----<br />
;{{clr|2|214M}}<br />
Grimnir travels about a half screen distance that out ranges the reach of his normals. Confirms nicely from 5XXX for solid corner carry and damage. Usable as a half screen approach option since this becomes + on block from max range. Be very careful about using it at close ranges because it is easily punishable if performed too close. <br />
<br />
----<br />
;{{clr|3|214H}}<br />
Enhanced version of {{clr|2|214M}} that also wall bounces if your opponent is near the corner. This version is confirmable from lights and is the ideal hitconfirm option to go into when near the corner. Not usable as an approach option due to having less active frames and more recovery compared to the medium version. It will also be very punishable if your opponent blocks it from too close.<br />
<br />
}}<br />
<br />
===Voidlight Erasure===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.214L,j.214M,j.214H<br />
|versioned=input<br />
|description= Grimnir gathers an orb of energy in front of him and uses it to send a flurry of strikes as he descends at his opponent. This move shares a cooldown with his grounded 214X attacks. All versions can be cancelled during active frames into a wind crest dash if you are nearby a crest. <br />
<br />
----<br />
;{{clr|1|j.214L}}<br />
Grimnir maintains his current air momentum and strikes at his opponent repeatedly until he lands. Easy to combo into after a wind crest dash or cancelling from an aerial button. <br />
<br />
----<br />
;{{clr|2|j.214M}}<br />
Grimnir halts his air momentum and briefly rises before coming down and striking. The slower nature of this move makes it harder to combo into. Has some uses for baiting out an anti-air attempt due to the momentum stall in the air.<br />
<br />
----<br />
;{{clr|3|j.214H}}<br />
Enhanced version of {{clr|2|j.214M}} that also wall bounces if your opponent is near the corner. This version will combo in places where the L version will also work. Noticeably Grimnir will not descend as fast during this version of the move compared to the other two and will often finish all of his strikes before landing. <br />
<br />
}}<br />
<br />
===Wind Crest (Air okay)===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|versioned=input<br />
|description= Grimnir strikes a sexy pose and places a wind crest onto the screen. This is the primary method for placing wind crests and accessing his wind dash attack. The light versions will be placed near the ground, while the medium versions will be placed in the air. If the light or medium button are held, Grimnir will place the crest far away instead of in front of him. The EX version will place 4 crests on the screen simultaneously in a set pattern with two being near the ground and two being in the air. Note that 5U will always track towards the closest aerial crest to him in this pattern until more crests are placed.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===Ultimate Dancing Storm===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description= Grimnir tosses out a tornado with a larger vertical hitbox compared to his regular 236X that will travel full screen. Usable as a nuclear option to beat out opponents throwing out weaker fireballs in the zoning war. The vertical hitbox makes it harder to avoid with normal jumps but super jumps can easily clear it. It is also possible to simply just spotdodge the fireball as well. Since the fireball has a full vertical hitbox that reaches to the ground, it cannot be rolled through.<br />
<br />
}}<br />
<br />
===Ultimate Winds of Temptation ===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description= Grimnir's only invincible reversal option outside of his SBA/SSBA. This is your most important tool for escaping pressure or as an invincible anti-air option vs jump-ins. Very punishable on block and unlike the normal 623X options, it cannot be cancelled into crest dashes on hit or block. Do not be overly predictable with it.<br />
<br />
}}<br />
<br />
===Ultimate Deathrite Tempest===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= This version of 214X is lightning fast and can easily pick up off of just about anything. It can be juggled by picking up the opponent before they hit the floor. In the corner it will bounce the opponent off the wall and leave space behind them. You can opt to use the long hard knockdown to setup 236X~4X okizeme. In neutral it can be used as a hard call out tool for opponents leaving themselves open during certain actions like Lowain calling assists or Metera setting her butterflies. It also hits high enough off the ground to even catch people who are descending from a jump or falling special. <br />
<br />
}}<br />
<br />
===Ultimate Voidlight Erasure===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.214U<br />
|description= The ultimate version of j.214X does not offer many new opportunities compared to the regular versions aside from providing a hard knockdown if needed and doing more damage. <br />
<br />
}}<br />
<br />
===Ultimate Wind Crest (Air Okay)===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=You can cancel active+recovery frames of 22u into activating a wind crest dash, allowing for combos and flexibly choosing between airtight strings, frame traps, or extending pressure.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Holy Ray of Purification</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|versioned=input<br />
|description=<br />
Grimnir summons a tornado that reaches the top of the screen, quickly travelling forwards until it disappears at around 2/3rds of the screen. When it connects at close range, Grimnir follows up with a cinematic piercing strike.<br />
<br />
While it's alright for punishing projectiles from good distance, {{clr|4|236U}} is a less-expensive solution that also grants a hard knockdown. The upside of using SBA however is that most of the damage is dealt from the tornado, meaning it'll deal significant damage even when not connecting at close-range. It's also entirely air unblockable, though the vertical distance is covered a frame faster by his {{clr|3|2H}}.<br />
}}<br />
<br />
===<big>Grace of the Radiant</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|versioned=input<br />
|description=<br />
Allows Grimnir to perform Gale Dash without the need for his Wind Crests. The effects wears off incredibly slowly, but also decreases in time with each use. Grimnir can perform 6 Gale Dashes maximum per use of Grace of the Radiant.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Terminal Vortex</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
A strike that travels about halfscreen. It has projectile invulernability for the start of its travel time, making it decent for checking close-range projectiles. At close-distance, Grimnir performs an extra cinematic nuke for greater damage.<br />
<br />
The hitbox deceptively does not extend to the end of the visuals during the forwards-moving portion of the move, meaning it realistically can only connect from just under halfscreen. However if any of the travelling hitbox connects, it'll always connect the maximum amount of times possible.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Grimnir}}<br />
{{GBVSRweapons|Size=120|Character=Grimnir}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Grimnir|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
[[category:GBVSR Characters|Grimnir]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Grimnir&diff=432205GBVSR/Grimnir2023-12-24T06:29:30Z<p>JC: Moving to Pros/Cons as per admin ruling on the format. Going to leave these be as Grimnir is a new character, and these are already written as Pros/Cons.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Grimnir can command the winds to advance across the battlefield in multiple directions and shift the trajectory of his projectiles at will. By utilizing his superior mobility options, he can rush down foes and oppress them with attacks from every angle.<br />
}}<br />
{{GBVSR/Infobox}}<br />
<br />
{{ProsAndCons<br />
|intro= is a unique character who can set Wind Crests on the screen and use them to expand his movement or to extend combos with Gale Dash.<br />
| pros =<br />
* Unique movement options<br />
* Ability to create strong setplay scenarios<br />
* A flexible fire ball game<br />
| cons =<br />
* Floaty jump <br />
* Below average normals<br />
* No meterless reversal options<br />
}}<br />
</div><br />
</div><br />
== Normal Moves==<br />
===Ground Normals===<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description= <br />
Relatively standard {{clr|L|c.L}} in terms of usage in pressure and framedata. Works well with Grimnir's other normals, allowing for non-standard linking options.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Slightly slower than average {{clr|M|c.M}}, but still quite useful as a punish tool. Use {{clr|M|2M}} or {{clr|L|f.L}} when a 6f button is needed (like after {{clr|H|214H}}.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Relatively rare 8f {{clr|H|c.H}}. Links after {{clr|L|c.L}} and also frame traps, but limits Grimnir's pressure options on block. His best punish starter in terms of raw damage.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender.<br />
*Combos into {{clr|M|214M}}.<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Plus on block, long reaching, and fast low. Excellent at the range it covers. Unfortunately, at max range, it's difficult to capitalize on the frame advantage as Grimnir's normals will either whiff or be slower than average.<br />
* Hits low.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description= A slightly slower than average standing poke. You will be using this to whiff punish mainly or as a less committal poke option that confirms into 214{{clr|1|L}}/{{clr|4|H}} or 623{{clr|1|L}}/{{clr|2|M}} on hit. {{clr|1|66L}} tends to outperform this button within the midrange due to having further reach and better frame data.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Two-hitting {{clr|H|f.H}} where Grimnir blasts the air in front of him with magic and then does a huge stab forward with his lance. The first hit is actually the same speed as his {{clr|H|c.H}}, making linking into it from {{clr|L|c.L}} incredibly consistent. Deals slightly less damage if only the second hit connects. Due to the long duration of the move, if your opponent jumps at you or rolls, it will likely result in you getting punished. Use carefully. <br />
<br />
Cancelling into {{clr|L|L}} tornado will be plus but whiff at max range. Cancelling {{clr|M|M}} tornado are a little slower but will always reach and be plus at max {{clr|H|f.H}} range. Note that max range {{clr|H|f.H}} will not combo into either {{clr|M|214M}} or {{clr|H|214H}} leaving only 214U as the only possible combo option. <br />
<br />
* Startup in [] is for the second hit only.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description= Your typical GBVS crouching low that has solid range and great for catching opponents trying to walk away or jump during your up-close pressure. Chains into itself up to two times making confirms easy.<br />
* Hits low.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description= Grimnir performs a quick crouching swipe with his hand that hits mid. Lower range than you'd expect from a {{clr|2|2M}}, but with the benefit of only 6f of startup, making it faster than most other {{clr|2|2M}}s. Decent combo filler, being able to link from {{clr|1|66L}} and cancel into {{clr|3|236H}}, {{clr|3|623H}} and {{clr|3|214H}}.<br />
<br />
In neutral, it has better damage and range than {{clr|1|f.L}}, yet worse frame advantage on block, making it ill-suited for a poke unless you really need that extra distance or 2f extra startup compared to {{clr|3|f.H}} for a whiff punish.<br />
<br />
During Grace of the Radiant, {{clr|2|2M}} > Gale Dash is a simple, looping combo with significant corner carry.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Incredibly vertical anti-air normal. Grimnir is forced to rely on this as his '''623X''' specials have no invulnerability aside from the {{clr|U|U}} version. Be warned that it is easy for opponents to jump at Grimnir from ranges where his 2H can whiff if they choose not to press a button. On either normal or counter hit this button can confirm into {{clr|3|236H~4X}} giving strong combo opportunities. <br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description= A sliding kick attack that covers a far range. Up close this button will cause a hard knockdown on hit but will be punishable on block. From further ranges it will not knockdown and instead the opponent will remain standing. At mid ranges this will usually result in them still standing with Grimnir NEGATIVE on hit. From max range it can result in you being plus on hit and safe on block<br />
<br />
The main uses for this move are to catch an opponent trying to walk away from you as Grimnir lacks a low hitting dash attack. It can also be used as an option to stuff approach attempts such as run ins or crossovers. Due to the "sour spot" on this move it can sometimes leave you in a bad position even if you manage to hit with it.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description= As is universal with most {{clr|1|66L}}s in the game, you want to be hitting this whenever and wherever you can. From most distances you can easily confirm into {{clr|2|2M}} on hit. If blocked you can even frame trap 6f buttons with {{clr|2|c.M}} if done close enough.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description= Grimnir steps forward and does an overhead kick. Use this move sparingly as it is incredibly unsafe on block and has no cancel options to save you. Ideally you only want to use this to surprise your opponent and close out a round or as a mixup option with {{clr|3|236H}}~4X covering you.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description= Grimnir lunges forward and lifts up his lance to launch his opponent upwards. A bit of an awkward move since it is nowhere near ubiquitous as his {{clr|1|66L}}. It does have a larger hitbox at the cost of more startup. However this move is awkward to confirm without a counter hit midscreen. This can be confirmed on normal hit in the corner. Some combo routes have a use for this move as the damage on it is quite high and it is possible to juggle again with the right setup.<br />
}}<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description= Grimnir sticks out his knee which remains active until he reaches the ground. Short range and you will sometimes use this as a quick air-to-air. <br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description= Grimnir thrusts one of his legs forward at a diagonal angle downwards. This is the money-maker button and is the button that is used as a rising overhead in F-Shiki/Fuzzy Overhead setups. On top of that, this button also has a solid cross up hitbox so you can use it when you jump behind an opponent as well. An excellent option for air-to-airs as well.<br />
<br />
*Rising j.M will hit standing characters except for: Charlotta, Narmaya, Cagliostro, Anre, and Anila.<br />
<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description= Grimnir takes his lance and thrusts it at a downward angle in front of him. This is a solid jump in option because of the high damage and reward on hit. The large blockstun and hitstun on this move is ideal for setting up F-Shiki setups or just as a good hitconfirm into a standing heavy button. <br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description= Grimnir halts his current momentum and dives directly downwards with a multi-hitting ball of wind energy that hits mid. This button has a very strong cross up hitbox and is continuously active until he lands. The frame data on this varies with timing as the hits come out at set intervals. You are usually aiming to hit in a way where one hit of the dive connects just as you are about to land for maximum frame advantage (up to +4 on block). If any of the last hits whiff or do not come out before he lands you may end up with worse frame advantage (+0 on block). If whiffed, there is landing recovery that can be punished by a wary opponent. <br />
<br />
This move has a wide range of uses as a pseudo-fast fall you can use to change your falling trajectory and bait out anti-air attempts. For baiting out responses, you can easily use run up instant jump forward {{clr|4|j.U}} against an opponent expecting to tech a throw or trying to mash on your run ups. If positioned correctly, you can land with enough frame advantage to link into {{clr|1|c.L}} on hit. Grimnir has floatier jump so you will often use this to land on top of your opponent quicker compared to a regular jump in button.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Unique Action ==<br />
<br />
===<big>5U</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description= Grimnir does a floaty jump forward. If a wind crest is out he will automatically jump towards the last crest placed on the screen. The best uses of this move are to jump towards a crest on a part of the screen you want to get to or as a way to position yourself for oki setups. You can also use it as risky way to extend pressure on block since you can jump towards your opponent mid-blockstring. But this is easy to react to and you may risk being anti-aired.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
===<big>Wind Crest Dash</big>===<br />
{{InputBadge|{{clr|4|Any direction+U off a Wind Crest}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=XU<br />
|description=Generally -2 on block, except for doing j.6u low to the ground, which is even and you can j.l after.<br />
Generally, only active frames of normals can be cancelled into these. However, you can cancel the active frames of 623x moves, and you can cancel active+recovery frames of 22u and any wind crest dash, allowing for choosing between airtight cancels, frame traps, and extending pressure.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description= Grimnir grabs the opponent and swirls them in place before shooting them half-way across the screen. Midscreen there is plenty of time to dash up and meaty with a light button or to use the opportunity to setup crests. You can also safejump midscreen with a super jump j.M. Near the corner you can also use the frame advantage to setup a meaty, plus on block fireball with 236L~4X. Holding up-forward for an auto timed safejump is also a valid option.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description= Grimnir snatches his opponent in the air and then sends them back down. No interesting properties aside from just being a usable air throw. In the corner you have enough frame advantage to setup a meaty 236X-4X.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point.<br />
*Requires to be in blockstun.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===Dancing Storm===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description= Grimnir manipulates the winds and shoots a tornado at this opponent. Basic zoning tool to control ground movement and keep his opponent in check.<br />
<br />
----<br />
;{{clr|1|236L}}<br />
Throws a tornado a short distance forward. Has lower recovery than {{clr|2|M}} version at the cost of less range. Can be spaced to be slightly plus if performed from max {{clr|2|f.M}} range.<br />
----<br />
;{{clr|2|236M}}<br />
{{clr|2|M}} tornado is usually the best to use in neutral due to its range. Travels about 3/4 of the screen before disappearing. Can usually be made plus if done from max range {{clr|3|H}} on block.<br />
----<br />
;{{clr|3|236H}}<br />
Enhanced multi-hitting tornado which will travel as far as the {{clr|2|M}} version but will be plus on block at any range. This is your primary source for on-demand plus frames during pressure strings. <br />
<br />
<br />
}}<br />
<br />
====Wind Shift====<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236X4X,236H4X, 236X6X,,236H6X, 236X8X, 236H8X<br />
|versioned=input<br />
|description= While a tornado is out, you can alter its movement by inputting 4X, 6X, or 8X as it travels across the screen. This takes a standard projectile and gives it a wider range of applications. <br />
----<br />
;4X<br />
Spins tornado in place. Makes it hard for opponent to move in neutral and can even be used as an okizeme tool.<br />
----<br />
;6X<br />
Launches the tornado forwards at a faster speed and will add a knockdown if it hits the opponent. Useful for extending the range of his tornado since they normally do not reach fullscreen if they are not shifted. <br />
----<br />
;8X<br />
Arcs tornado upward, useful for stuffing air approaches or people expecting the '''4X''' version. If it counter hits you can confirm an anti-air hit if you are close enough or have 214U ready. <br />
}}<br />
/<br />
<br />
===Winds of Temptation===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
<br />
*Can cancel active frames into wind crests dashes if he touches one while spinning<br />
<br />
Grimnir spins at his opponent like a cyclone and knocks them away. This move is mainly combo filler as the non-ultimate versions have no invincibility whatsoever. If there are wind crests nearby you can continue the combo after a spin and net even more damage or position yourself for a potential setup.<br />
<br />
----<br />
;{{clr|1|623L}}<br />
Spins himself forward on the ground. This move confirms nicely from lights but is mainly just combo filler. Not recommended for neutral purposes at all unless you have wind crests to cancel into nearby.<br />
----<br />
;{{clr|2|623M}}<br />
Grimnir spins diagonally upward into the air. This can also confirm from light attacks but be warned that the rising upward portion has a tendency to whiff against crouching characters unless you are point blank. The angle and speed at which he rises gives it some function as an anti-air option but unfortunately it lacks any invincibility making it an inconsistent option.<br />
<br />
----<br />
;{{clr|3|623H}}<br />
Enhanced version of {{clr|2|623M}} that is a staple for corner combo routes. {{clr|3|623H}} on standers can be followed up with air normals to extend pressure. Against crouchers, they just block the first hit and then can punish you with {{clr|3|2H}}. Can also be used as a make-shift anti-air option like {{clr|2|623M}}. Still has NO INVINCIBILITY. <br />
}}<br />
<br />
===Deathrite Tempest===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description= Grimnir shoots himself feet first at his opponent and knocks them away. An easy to use combo ender that can occasionally be thrown out in neutral to catch an unprepared opponent.<br />
<br />
----<br />
;{{clr|1|214L}}<br />
Grimnir travels a short distance in front of him about the length of his f.M. Consistently safe special to hit confirm with and also an option that lets you apply some chip on block safely. Low reward but low risk to use.<br />
<br />
----<br />
;{{clr|2|214M}}<br />
Grimnir travels about a half screen distance that out ranges the reach of his normals. Confirms nicely from 5XXX for solid corner carry and damage. Usable as a half screen approach option since this becomes + on block from max range. Be very careful about using it at close ranges because it is easily punishable if performed too close. <br />
<br />
----<br />
;{{clr|3|214H}}<br />
Enhanced version of {{clr|2|214M}} that also wall bounces if your opponent is near the corner. This version is confirmable from lights and is the ideal hitconfirm option to go into when near the corner. Not usable as an approach option due to having less active frames and more recovery compared to the medium version. It will also be very punishable if your opponent blocks it from too close.<br />
<br />
}}<br />
<br />
===Voidlight Erasure===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.214L,j.214M,j.214H<br />
|versioned=input<br />
|description= Grimnir gathers an orb of energy in front of him and uses it to send a flurry of strikes as he descends at his opponent. This move shares a cooldown with his grounded 214X attacks. All versions can be cancelled during active frames into a wind crest dash if you are nearby a crest. <br />
<br />
----<br />
;{{clr|1|j.214L}}<br />
Grimnir maintains his current air momentum and strikes at his opponent repeatedly until he lands. Easy to combo into after a wind crest dash or cancelling from an aerial button. <br />
<br />
----<br />
;{{clr|2|j.214M}}<br />
Grimnir halts his air momentum and briefly rises before coming down and striking. The slower nature of this move makes it harder to combo into. Has some uses for baiting out an anti-air attempt due to the momentum stall in the air.<br />
<br />
----<br />
;{{clr|3|j.214H}}<br />
Enhanced version of {{clr|2|j.214M}} that also wall bounces if your opponent is near the corner. This version will combo in places where the L version will also work. Noticeably Grimnir will not descend as fast during this version of the move compared to the other two and will often finish all of his strikes before landing. <br />
<br />
}}<br />
<br />
===Wind Crest (Air okay)===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L, 22M, 22H<br />
|versioned=input<br />
|description= Grimnir strikes a sexy pose and places a wind crest onto the screen. This is the primary method for placing wind crests and accessing his wind dash attack. The light versions will be placed near the ground, while the medium versions will be placed in the air. If the light or medium button are held, Grimnir will place the crest far away instead of in front of him. The EX version will place 4 crests on the screen simultaneously in a set pattern with two being near the ground and two being in the air. Note that 5U will always track towards the closest aerial crest to him in this pattern until more crests are placed.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===Ultimate Dancing Storm===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|description= Grimnir tosses out a tornado with a larger vertical hitbox compared to his regular 236X that will travel full screen. Usable as a nuclear option to beat out opponents throwing out weaker fireballs in the zoning war. The vertical hitbox makes it harder to avoid with normal jumps but super jumps can easily clear it. It is also possible to simply just spotdodge the fireball as well. Since the fireball has a full vertical hitbox that reaches to the ground, it cannot be rolled through.<br />
<br />
}}<br />
<br />
===Ultimate Winds of Temptation ===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|description= Grimnir's only invincible reversal option outside of his SBA/SSBA. This is your most important tool for escaping pressure or as an invincible anti-air option vs jump-ins. Very punishable on block and unlike the normal 623X options, it cannot be cancelled into crest dashes on hit or block. Do not be overly predictable with it.<br />
<br />
}}<br />
<br />
===Ultimate Deathrite Tempest===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|description= This version of 214X is lightning fast and can easily pick up off of just about anything. It can be juggled by picking up the opponent before they hit the floor. In the corner it will bounce the opponent off the wall and leave space behind them. You can opt to use the long hard knockdown to setup 236X~4X okizeme. In neutral it can be used as a hard call out tool for opponents leaving themselves open during certain actions like Lowain calling assists or Metera setting her butterflies. It also hits high enough off the ground to even catch people who are descending from a jump or falling special. <br />
<br />
}}<br />
<br />
===Ultimate Voidlight Erasure===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.214U<br />
|description= The ultimate version of j.214X does not offer many new opportunities compared to the regular versions aside from providing a hard knockdown if needed and doing more damage. <br />
<br />
}}<br />
<br />
===Ultimate Wind Crest (Air Okay)===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|description=You can cancel active+recovery frames of 22u into activating a wind crest dash, allowing for combos and flexibly choosing between airtight strings, frame traps, or extending pressure.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skybound Art==<br />
===<big>Holy Ray of Purification</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|versioned=input<br />
|description=<br />
Grimnir summons a tornado that reaches the top of the screen, quickly travelling forwards until it disappears at around 2/3rds of the screen. When it connects at close range, Grimnir follows up with a cinematic piercing strike.<br />
<br />
While it's alright for punishing projectiles from good distance, {{clr|4|236U}} is a less-expensive solution that also grants a hard knockdown. The upside of using SBA however is that most of the damage is dealt from the tornado, meaning it'll deal significant damage even when not connecting at close-range. It's also entirely air unblockable, though the vertical distance is covered a frame faster by his {{clr|3|2H}}.<br />
}}<br />
<br />
===<big>Grace of the Radiant</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|versioned=input<br />
|description=<br />
Allows Grimnir to perform Gale Dash without the need for his Wind Crests. The effects wears off incredibly slowly, but also decreases in time with each use. Grimnir can perform 6 Gale Dashes maximum per use of Grace of the Radiant.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Terminal Vortex</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
A strike that travels about halfscreen. It has projectile invulernability for the start of its travel time, making it decent for checking close-range projectiles. At close-distance, Grimnir performs an extra cinematic nuke for greater damage.<br />
<br />
The hitbox deceptively does not extend to the end of the visuals during the forwards-moving portion of the move, meaning it realistically can only connect from just under halfscreen. However if any of the travelling hitbox connects, it'll always connect the maximum amount of times possible.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Grimnir}}<br />
{{GBVSRweapons|Size=120|Character=Grimnir}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Grimnir|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
[[category:GBVSR Characters|Grimnir]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Ladiva&diff=432204GBVSR/Ladiva2023-12-24T06:28:10Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ladiva is a Granblue's resident grappler whose play style effectively uses her big normals and advancing [[GBVSR/Ladiva#Headbutt of Love|Headbutt of Love]] and [[GBVSR/Ladiva#Elegant Lariat|Elegant Lariat]] to get in range of her command grab, [[GBVSR/Ladiva#Jewel Resort Screwdriver|Jewel Resort Screwdriver]] to score good damage and {{keyword|okizeme}}. Ladiva can still score high damage from her combos once she has sufficiently conditioned her opponents. <br />
<br />
Though she possesses high health and makes good use of Brave Counter, Ladiva's defenses are lacking as she is cursed by a 6f jab as her fastest normal and has no true invincible reversal outside of her SBA and SSBA. In addition, her burly frame and slower Roll make it challenging for her to navigate neutral against some cast members.<br />
<br />
Ladiva is ideal for players who enjoy having their patience rewarded by throwing their opponents around the screen in the name of love.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a grappler-type character who wants to get up close and personal to threaten opponents with throw/strike mix-ups and terrifying damage.<br />
| pros =<br />
* '''Classic Grappler''': Sports an overwhelming corner presence, with many practical, strong ways to set up tick throws in her strings or blow up the opponent with safe, or even advantaged frametrap options. This lends her some of the strongest "one chance" potential in the game, where one error from the other player will quickly spiral out of control.<br />
* '''High Base HP''': Ladiva has higher HP than other characters, letting her leverage health as a resource in neutral and offers forgiveness for more minor mistakes.<br />
| cons =<br />
* '''Sluggish''': Ladiva both suffers from slow movement speed and slow startup on her normals. She can struggle against strong footsies and zoning.<br />
* '''No Reversal''': Ladiva lacks a meterless reversal. This, combined with her slow speed, can make it easy to lock her down in pressure.<br />
}}<br />
</div><br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
With {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|1|2L}} all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well. <br />
<br />
At +8 on hit, Ladiva can link into {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}. CH increases this to +10 and the additional frame from crouching allows a link into {{clr|3|2H}}.<br />
Loops into itself up to 5 times on air hit in the corner for some interesting juggle opportunities.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A fast, special cancelable kick with a large downward hitbox. Has farther range than {{clr|1|c.L}}, letting Ladiva get Auto Combo in situations where {{clr|1|c.L}} doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however.<br />
Against 6f moves, Light and EX Screwdriver will beat them.<br />
<br />
On CH it's +8 on hit, letting Ladiva link into another {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly, which can lead into an unmashable M SPD in the corner. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. {{clr|3|c.H}} will, however, not hit Cross-Over. <br />
<br />
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second {{clr|3|c.H}} or M lariat vs standing opponents for very high damage. It also lets {{clr|3|c.H}} combo into Medium Headbutt for high meterless damage.<br />
<br />
Due to the shape of the hurtbox, the move hits crouching characters 2f late making it +5 on hit and 0 on block.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack. Has too much pushback for 360X or {{clr|3|214214H}} to reach reliably without a very small microwalk, but {{clr|4|720U}} will connect. <br />
<br />
----<br />
'''c.XXX'''<br />
*Safe on block, and forces standing on hit allowing for Lariat enders after {{clr|3|236H}} at ranges where {{clr|3|236H}} cannot link into {{clr|3|2H}}. Extremely useful tool that grants Ladiva potent midscreen combos with significant corner carry.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender. At +30 on hit, Ladiva can meaty with {{clr|2|236M}} and be +5.<br />
*<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender. Once again has a tiny bit too much pushback for 360X or {{clr|3|214214H}}, but {{clr|4|720U}} will still connect. Gives a height dependent +10 to +17 KD when used as an air hit.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into {{clr|4|2U}} vs crouchers gets your offense started. Unlike {{clr|1|c.L}} and {{clr|1|2L}}, {{clr|1|f.L}} is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Can be used as a hit confirm into 236236H<br />
<br />
On CH it's +8 on hit, letting Ladiva link into a {{clr|2|f.M}}, {{clr|2|2M}}, and {{clr|4|2U}} even at max range. It can also combo into Light and EX Lariat on CH.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.<br />
<br />
While not as strong as other more notorious mid range moves, such as Katalina's {{clr|2|f.M}}, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats except {{clr|4|214U}} can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.<br />
<br />
As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.<br />
<br />
If you manage to land a CH you can link into {{clr|1|c.L}} or {{clr|2|c.M}} (spacing withstanding) for some intense corner carry.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
<br />
{{clr|1|c.L}} sees use as a hit confirm and tick throw normal, althogh in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH.<br />
<br />
However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over {{clr|1|2L}}.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
A long range low hitting Medium. Complements {{clr|2|f.M}} in neutral by hitting low and can whiff punish certain attacks and hitboxes that {{clr|2|f.M}} can't hit, at the cost of having slightly shorter range and more whiff recovery.<br />
<br />
{{clr|2|2M}} and {{clr|2|f.M}} are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. {{clr|2|2M}} is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's {{clr|2|2M}} that {{clr|2|f.M}} can't hit. <br />
<br />
Together with {{clr|2|f.M}} makes up the bread and butter of Ladiva's neutral and poking game.<br />
<br />
Counter hitting this vs a crouching opponent enables you to combo into {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
* Two hits<br />
* On anti-air counter hit, can do {{clr|2|214M}} from first hit<br />
* Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.<br />
* Low profile, can go under some ground attack with high hitbox like her 214X.<br />
* Will force the opponent to stand up on hit<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.<br />
<br />
An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after {{clr|4|2U}} and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting {{clr|4|2U}} at max range also nets a safejump vs 9f DPs.{{clr|4|2U}} is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Link into any {{clr|1|L}} on hit. Strong tool for pressure resets and tick-throws. Despite lacking the disjoint and range of some other {{clr|1|66L}}s it is still an incredibly strong tool.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Rare overhead 66M. Can high profile some lows, but the limited reward on hit does little to offset how punishable it is on block. Use sparingly.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description= Large advancing front kick with a lot of active frames. Up to +2 on block and +6 on hit at tip range. An air hit near the corner offers a juggle opportunity with {{clr|3|f.H}} or {{clr|3|c.H}} for huge damage.<br />
}}<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Fastest air normal and the normal with the shortest range. Unlike some other {{clr|1|j.L}} normals it is not active for the entire duration of the jump. Can cross-up.<br />
<br />
{{clr|1|j.L}} sees use the most when you intentionally don't want the opponent to stay in hitstun for long, leaving them open for a regular throw or Screwdriver earlier than what they might expect. It's short range and active frames works to its advantage at times when you intentionally want a jump-in normal to whiff, again leaving the opponent open for a grab or simply want to bait their Anti-Air. <br />
<br />
Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A jumping Medium with a very deep hitbox. Has the longest Vertical reach of all Ladiva's jumping normals letting it hit earlier than expected, and also hit Cross-Over where other air normals will whiff.<br />
<br />
Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Air normal with the longest horizontal reach. Highest damage air normal. Has no cross-up hitbox.<br />
<br />
As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
The Grappler body splash. Has shorter horizontal reach than {{clr|2|j.M}}. Very strong cross-up hitbox.<br />
<br />
An essential normal for many reasons. The opposite in function to {{clr|3|j.H}}, this normal is a powerful cross-up and is the normal to condition the opponent to block to make {{clr|1|j.L}} and {{clr|3|j.H}} work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a {{clr|3|j.H}} but instead land and go for something else.<br />
<br />
It's also worth mentioning that this move trips proximity guard on same side cross ups if the opponent is crouching.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Unique Actions==<br />
===<big>Love Grapple</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Ladiva charges forward before performing a command grab on the opponent. Very slow to start.<br />
<br />
Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.<br />
}}<br />
<br />
===<big>Hurl</big>===<br />
{{InputBadge|{{clr|4|5U}}-X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U > L,5U > M,5U > H<br />
|versioned=input<br />
|description=<br />
A follow-up toss that Ladiva can perform after connecting Love Grapple. M sends the opponent forward, H sends the opponent upward. <br />
<br />
Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then ''through'' Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
;Forward Throw<br />
* Leaves the opponent standing, right in your face, with you at the advantage. Exactly what you want.<br />
* Lvl 0 character knowledge check.<br />
Forms a guessing game between a jab, a low, or another throw.<br />
----<br />
;Back Throw<br />
*Switches sides<br />
Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen.<br />
Do 214L into 2L for a safejab anywhere on the screen<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Jewel Resort Screwdriver</big>===<br />
{{Micon|12}} {{InputBadge|360X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=360L,360M,360H<br />
|versioned=input<br />
|description=<br />
Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500. (Note: None of Ladiva's SPDs are throw invuln).<br />
----<br />
;L/M Version<br />
* L version has the most range of all versions of Screwdriver (even more than Ultimate Screwdriver!), but it does the least damage.<br />
* M version is slower and has less range than the L version, but it does more damage.<br />
----<br />
;Work the Crowd<br />
Holding L or M performs a taunt during recovery that reduces your frame advantage to +5. Any taunt, either holding L/M after command throw or H+U, boosts your next command throw by 550 if it hits. A whiffed command throw will also consume this buff.<br />
----<br />
;H Version<br />
* Similar reach to the M version, but it comes out slightly faster than the L version while also doing the most damage.<br />
<br />
All versions lead into a hard knockdown, leaving Ladiva at +28 and forming the cornerstone of her monstrous corner pressure. This is enough time to setup a safejab in the corner with (whiffed) 66L > c.L. 236M will also hit meaty for +3 on block. For a good time, serve up a Screwdriver.<br />
}}<br />
<br />
===<big>Leg Drop of Adoration</big>===<br />
{{Micon|12}} {{InputBadge|j.360X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.360L,j.360M,j.360H<br />
|versioned=input<br />
|description=<br />
Midair command grab. Has a farther grab range and does more damage than Ladiva's regular air grab.<br />
<br />
H grab is throw invuln.<br />
}}<br />
<br />
===<big>Headbutt of Love</big>===<br />
{{Micon|9}} {{InputBadge|236X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H,236H > 6H,236H > 6HH<br />
|versioned=input<br />
|description=<br />
This attack has the ability to negate projectiles. Rewards you with 15% meter (2% for using headbutt and then 13% for hitting the fireball) (spot dodging is almost always preferred though). The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.<br />
----<br />
;L Headbutt<br />
* Minus on block.<br />
Ladiva's only non-EX standing combo ender.<br />
----<br />
;M Headbutt<br />
* Plus on block.<br />
Pressure reset tool. Leaves you plus on block right next to your opponent, exactly what you want.<br />
----<br />
;H Version<br />
* Can be followed up twice with {{clr|3|6H}}<br />
Very plus on hit for the first two headbutts, but progressively less plus on block.<br />
}}<br />
<br />
===<big>Elegant Lariat</big>===<br />
{{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.<br />
<br />
<strike>If the M or H version lands, you can link into either {{clr|4|2U}} or {{clr|2|2M}} xx SBA when mid-screen,</strike> or go into your extended corner combos.<br />
}}<br />
<br />
===<big>Devoted Body Slam</big>===<br />
{{Micon|13}} {{InputBadge|623X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender. Using 623L can score combo pickups that 623H cannot.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Jewel Resort Screwdriver</big>===<br />
{{Micon|12}} {{InputBadge|360U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=360U<br />
|versioned=input<br />
|description=<br />
Ladiva's highest-damage command throw outside of her supers. Takes the opponent off to see the curvature of the earth before slamming them down for a hard knockdown.<br />
<br />
Hold 9 for an autotimed safejump.<br />
}}<br />
<br />
===<big>Ultimate Leg Drop of Adoration</big>===<br />
{{Micon|12}} {{InputBadge|j.360U}} or {{InputBadge|j.S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.360U<br />
|versioned=input<br />
|description=<br />
A version of Leg Drop of Adoration with a hefty amount of invulnerability on startup. Ideal for snatching reversals that go airborne, but will generally have to be done on a read.<br />
}}<br />
<br />
===<big>Ultimate Headbutt of Love</big>===<br />
{{Micon|9}} {{InputBadge|236U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
Ladiva's only reversal outside of her supers. Has frame 1 super armour, allowing it to be used both on wakeup and to beat frametraps in an opponent's pressure.<br />
}}<br />
<br />
===<big>Ultimate Elegant Lariat</big>===<br />
{{Micon|8}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
A version of Elegant Lariat that drops the opponent right in front of Ladiva on hit, acting as a higher-reward version of her standard Elegant Lariat versions.<br />
Strong midscreen combo tool that easily juggles into {{clr|2|c.MXX}}.<br />
<br />
Note: {{clr|4|214U}} is only +5 when blocked crouching. Due to the guard crush nature of the first hit, the second hit will always connect on standing characters for a +26 non-juggle HKD.<br />
}}<br />
<br />
===<big>Ultimate Devoted Body Slam</big>===<br />
{{Micon|13}} {{InputBadge|623U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
A much faster version of Devoted Body Slam. Yanks the opponent out of the air before transitioning to a cinematic elbow drop. The hard knockdown leaves the opponent right at Ladiva's feet.<br />
<br />
At +24 it sets up fairly nicely for a meaty with raging strike.<br />
}}<br />
<br />
==Skybound Arts==<br />
===<big>Maximum Love Bomb (Strike)</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has projectile invulnerability, but there are some exceptions (can't go through Ferry's {{MMC|chara=Ferry|input=236236H|label={{clr|H|236236H}}}}). It is, however, an incredible long-range whiff-punish tool.<br />
<br />
Even though it only has projectile invulnerability after the flash, you can use 6 frames of full invulnerability on its start up frames to go through a non-projectile attack if you can time it right.<br />
}}<br />
<br />
===<big>Maximum Love Bomb (Throw)</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
Active 0 frames post super flash. Range is more than {{FLMMC|360L}} but less than {{FLMMC|360M}}.<br />
<br />
<!--If performed with the skill button, the damage is reduced to 3000 instead of 4000.--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>The Shape of Love</big>===<br />
{{InputBadge|{{clr|4|720U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=720U<br />
|description=<br />
Ladiva wrestles her opponent against the floor, slowly reducing their HP.<br />
* Longer range than her SBA, slightly further than her {{FLMMC|360M}}'s range. <br />
* Connects with opponents who are blocking, in grounded hitstun, or are being juggled close to the ground.<br />
<!--* If performed with the skill button, the damage is reduced to 4000 instead of 5000.--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Ladiva}}<br />
{{GBVSRweapons|Size=120|Character=Ladiva}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Ladiva|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Ladiva]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Ladiva&diff=432203GBVSR/Ladiva2023-12-24T06:27:58Z<p>JC: Moving to Pros/Cons per the admin decision on the format. These are mostly custom written, as Ladiva's old pros/cons weren't thoroughly detailed either.</p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ladiva is a Granblue's resident grappler whose play style effectively uses her big normals and advancing [[GBVSR/Ladiva#Headbutt of Love|Headbutt of Love]] and [[GBVSR/Ladiva#Elegant Lariat|Elegant Lariat]] to get in range of her command grab, [[GBVSR/Ladiva#Jewel Resort Screwdriver|Jewel Resort Screwdriver]] to score good damage and {{keyword|okizeme}}. Ladiva can still score high damage from her combos once she has sufficiently conditioned her opponents. <br />
<br />
Though she possesses high health and makes good use of Brave Counter, Ladiva's defenses are lacking as she is cursed by a 6f jab as her fastest normal and has no true invincible reversal outside of her SBA and SSBA. In addition, her burly frame and slower Roll make it challenging for her to navigate neutral against some cast members.<br />
<br />
Ladiva is ideal for players who enjoy having their patience rewarded by throwing their opponents around the screen in the name of love.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= {{Character Label|GBVSR|Ladiva|label=Ladiva}} is a grappler-type character who wants to get up close and personal to threaten opponents with throw/strike mix-ups and terrifying damage.<br />
| pros =<br />
* '''Classic Grappler''': Sports an overwhelming corner presence, with many practical, strong ways to set up tick throws in her strings or blow up the opponent with safe, or even advantaged frametrap options. This lends her some of the strongest "one chance" potential in the game, where one error from the other player will quickly spiral out of control.<br />
* '''High Base HP''': Ladiva has higher HP than other characters, letting her leverage health as a resource in neutral and offers forgiveness for more minor mistakes.<br />
| cons =<br />
* '''Sluggish''': Ladiva both suffers from slow movement speed and slow startup on her normals. She can struggle against strong footsies and zoning.<br />
* '''No Reversal''': Ladiva lacks a meterless reversal. This, combined with her slow speed, can make it easy to lock her down in pressure.<br />
}}<br />
</div><br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
With {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|1|2L}} all being tied for your fastest button at 6f, there will be times where Ladiva can't punish specific moves or contest certain frametraps. To compensate, all of them have fantastic range for Light buttons and high frame advantage letting Ladiva pressure on block with strong blockstrings. They make excellent tick throws into command grab as well. <br />
<br />
At +8 on hit, Ladiva can link into {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}. CH increases this to +10 and the additional frame from crouching allows a link into {{clr|3|2H}}.<br />
Loops into itself up to 5 times on air hit in the corner for some interesting juggle opportunities.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
A fast, special cancelable kick with a large downward hitbox. Has farther range than {{clr|1|c.L}}, letting Ladiva get Auto Combo in situations where {{clr|1|c.L}} doesn't come out. With only 1 active frame, Ladiva will not get any extra frame advantage as a meaty, but thanks to it's speed and good hitbox it can be used as a frame trap and will also hit the opponent out of Cross-Over. On block, it's not the worst but anyone with a 5f Light will be able to beat any move that is not invul and Light Headbutt can be interrupted if canceled into it. EX Headbutt works as a frametrap, however.<br />
Against 6f moves, Light and EX Screwdriver will beat them.<br />
<br />
On CH it's +8 on hit, letting Ladiva link into another {{clr|2|c.M}}, {{clr|2|f.M}}, {{clr|2|2M}}, or {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Slow, but very high damage starter. With a high number of active frames and only being -2 on block, it's suitable as a meaty on the opponents wake-up capable of being up to +3 on block if timed correctly, which can lead into an unmashable M SPD in the corner. It can also frametrap into Light Headbutt with only a 2f gap that can be delayed. {{clr|3|c.H}} will, however, not hit Cross-Over. <br />
<br />
On CH it's at a extremely high +14 on hit, letting Ladiva link into a second {{clr|3|c.H}} or M lariat vs standing opponents for very high damage. It also lets {{clr|3|c.H}} combo into Medium Headbutt for high meterless damage.<br />
<br />
Due to the shape of the hurtbox, the move hits crouching characters 2f late making it +5 on hit and 0 on block.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack. Has too much pushback for 360X or {{clr|3|214214H}} to reach reliably without a very small microwalk, but {{clr|4|720U}} will connect. <br />
<br />
----<br />
'''c.XXX'''<br />
*Safe on block, and forces standing on hit allowing for Lariat enders after {{clr|3|236H}} at ranges where {{clr|3|236H}} cannot link into {{clr|3|2H}}. Extremely useful tool that grants Ladiva potent midscreen combos with significant corner carry.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender. At +30 on hit, Ladiva can meaty with {{clr|2|236M}} and be +5.<br />
*<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender. Once again has a tiny bit too much pushback for 360X or {{clr|3|214214H}}, but {{clr|4|720U}} will still connect. Gives a height dependent +10 to +17 KD when used as an air hit.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A fairly long range Light with high + frames. At 6f, it's a valuable tool to check the opponent in neutral, during their pressure, and confirming into {{clr|4|2U}} vs crouchers gets your offense started. Unlike {{clr|1|c.L}} and {{clr|1|2L}}, {{clr|1|f.L}} is a lvl 2 normal, which gives it frame advantage on CH and lets it crush other lvl 1 moves. Can be used as a hit confirm into 236236H<br />
<br />
On CH it's +8 on hit, letting Ladiva link into a {{clr|2|f.M}}, {{clr|2|2M}}, and {{clr|4|2U}} even at max range. It can also combo into Light and EX Lariat on CH.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
A decently fast, long range Medium. One of Ladiva's best normals for poking and whiff punishing. Combos into Light and EX Lariat at any range, as well as EX Headbutt but not on max range. Does not hit Cross-Over.<br />
<br />
While not as strong as other more notorious mid range moves, such as Katalina's {{clr|2|f.M}}, it's still a staple and strong move in neutral. What Ladiva truly lacks are specials that are suitable to be canceled into, however. All Lariats except {{clr|4|214U}} can be ducked and won't combo on crouching hit, making them all very punishable, and only EX Headbutt has the range, speed, and frame advantage to make it a strong special to cancel into. Even tho it may not combo on hit at max range, it's still a frametrap if canceled into on block. However, as expected, that means you forgo using Headbutt for a while.<br />
<br />
As a whiff punish, it's very strong but do make sure you don't cancel into Lariat in case you catch them crouching. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Long range but high damage poke with high active frames. Due to slow speed and high hitbox, it's a difficult move to use in neutral and almost impossible to whiff punish with. However, due to it's forward momentum it will almost always combo into Light Headbutt or frame trap into it. Overall, it has more limited uses compared to her other normals.<br />
<br />
If you manage to land a CH you can link into {{clr|1|c.L}} or {{clr|2|c.M}} (spacing withstanding) for some intense corner carry.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
<br />
{{clr|1|c.L}} sees use as a hit confirm and tick throw normal, althogh in both aspects it's less effective than the other options. It can only link into itself and other Light normals, and because it's a lvl 1 attack it gains no additional frame advantage on CH.<br />
<br />
However due to being a crouching normal you will always get this normal no matter the range giving you some stability in that frame advantage, and it will let you whiff punish or stuff certain moves that Ladiva's other Lights will not hit due to it's lower hitbox. It also hits cross-over {{clr|1|2L}}.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
A long range low hitting Medium. Complements {{clr|2|f.M}} in neutral by hitting low and can whiff punish certain attacks and hitboxes that {{clr|2|f.M}} can't hit, at the cost of having slightly shorter range and more whiff recovery.<br />
<br />
{{clr|2|2M}} and {{clr|2|f.M}} are very similar with having same speed, damage, can combo into the same specials, and attack level. Both share similar uses in neutral with small differences to make them cover different angles. {{clr|2|2M}} is safer on block and hit, and is one of the few moves Ladiva has that can hit Cross-Over. It's also the best option Ladiva has of hitting moves low to the ground, such as Ferry's {{clr|2|2M}} that {{clr|2|f.M}} can't hit. <br />
<br />
Together with {{clr|2|f.M}} makes up the bread and butter of Ladiva's neutral and poking game.<br />
<br />
Counter hitting this vs a crouching opponent enables you to combo into {{clr|4|2U}}.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
* Two hits<br />
* On anti-air counter hit, can do {{clr|2|214M}} from first hit<br />
* Despite the animation, does not launch on grounded hit, but will lift airborne opponents a bit.<br />
* Low profile, can go under some ground attack with high hitbox like her 214X.<br />
* Will force the opponent to stand up on hit<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
A very fast good range sweep. Ladiva does a dropkick that actually leaves her airborne, meaning on clash she can cancel into air moves.<br />
<br />
An essential move for Ladiva. Being able to combo into sweep is a valuable tool to have, and is a good start for Ladiva's offense. She can also safe-jump 11f DPs such as Charlotta Holy Ladder and Ferry's DP if you jump immediately after {{clr|4|2U}} and if it's a counter-hit then you can safe-jump even those 9f DPs. hitting {{clr|4|2U}} at max range also nets a safejump vs 9f DPs.{{clr|4|2U}} is also a valuable whiff punish as well, and due to it's speed and good range it's very adept at that.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
Link into any {{clr|1|L}} on hit. Strong tool for pressure resets and tick-throws. Despite lacking the disjoint and range of some other {{clr|1|66L}}s it is still an incredibly strong tool.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Rare overhead 66M. Can high profile some lows, but the limited reward on hit does little to offset how punishable it is on block. Use sparingly.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description= Large advancing front kick with a lot of active frames. Up to +2 on block and +6 on hit at tip range. An air hit near the corner offers a juggle opportunity with {{clr|3|f.H}} or {{clr|3|c.H}} for huge damage.<br />
}}<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Fastest air normal and the normal with the shortest range. Unlike some other {{clr|1|j.L}} normals it is not active for the entire duration of the jump. Can cross-up.<br />
<br />
{{clr|1|j.L}} sees use the most when you intentionally don't want the opponent to stay in hitstun for long, leaving them open for a regular throw or Screwdriver earlier than what they might expect. It's short range and active frames works to its advantage at times when you intentionally want a jump-in normal to whiff, again leaving the opponent open for a grab or simply want to bait their Anti-Air. <br />
<br />
Unsuitable for air-to-airs however, due to it's aforementioned poor range and it's downward facing hitbox.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
A jumping Medium with a very deep hitbox. Has the longest Vertical reach of all Ladiva's jumping normals letting it hit earlier than expected, and also hit Cross-Over where other air normals will whiff.<br />
<br />
Clever use of this normal can let Ladiva beat out anti-airs that would normally beat her other jumping normals. In safe-jumps, it also acts as her only jumping normal that can hit wake-up Cross-Over, further reducing their defensive options against her oki.<br />
}}<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Air normal with the longest horizontal reach. Highest damage air normal. Has no cross-up hitbox.<br />
<br />
As the longest reaching air normal, it acts as Ladiva's best long range jump-in. It's lack of cross-up hitbox works to it's advantage by letting Ladiva fake a cross-up and immediately go for a grab.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
The Grappler body splash. Has shorter horizontal reach than {{clr|2|j.M}}. Very strong cross-up hitbox.<br />
<br />
An essential normal for many reasons. The opposite in function to {{clr|3|j.H}}, this normal is a powerful cross-up and is the normal to condition the opponent to block to make {{clr|1|j.L}} and {{clr|3|j.H}} work as grab mixups. Due to it's poor horizontal reach, it can be used to fake out the opponent believing that you are going for a {{clr|3|j.H}} but instead land and go for something else.<br />
<br />
It's also worth mentioning that this move trips proximity guard on same side cross ups if the opponent is crouching.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Unique Actions==<br />
===<big>Love Grapple</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Ladiva charges forward before performing a command grab on the opponent. Very slow to start.<br />
<br />
Despite the similarities in concept to the classic Running Bear Grab, Ladiva will not grab until the end of the animation.<br />
}}<br />
<br />
===<big>Hurl</big>===<br />
{{InputBadge|{{clr|4|5U}}-X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U > L,5U > M,5U > H<br />
|versioned=input<br />
|description=<br />
A follow-up toss that Ladiva can perform after connecting Love Grapple. M sends the opponent forward, H sends the opponent upward. <br />
<br />
Note that using the M version in or near the corner will actually cause a side-switch, as the opponent will bounce off the wall and then ''through'' Ladiva. Pressing nothing or using the H followup will keep the opponent on the same side.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
;Forward Throw<br />
* Leaves the opponent standing, right in your face, with you at the advantage. Exactly what you want.<br />
* Lvl 0 character knowledge check.<br />
Forms a guessing game between a jab, a low, or another throw.<br />
----<br />
;Back Throw<br />
*Switches sides<br />
Leads to a superjump safejump if your in the corner, or a dash in meaty(not reversal safe) midscreen.<br />
Do 214L into 2L for a safejab anywhere on the screen<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires a Bravery Point.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Jewel Resort Screwdriver</big>===<br />
{{Micon|12}} {{InputBadge|360X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=360L,360M,360H<br />
|versioned=input<br />
|description=<br />
Command grab. Has a farther grab distance and does more damage than Ladiva's regular grab. Using the shortcut input will reduce the damage for all versions by 500. (Note: None of Ladiva's SPDs are throw invuln).<br />
----<br />
;L/M Version<br />
* L version has the most range of all versions of Screwdriver (even more than Ultimate Screwdriver!), but it does the least damage.<br />
* M version is slower and has less range than the L version, but it does more damage.<br />
----<br />
;Work the Crowd<br />
Holding L or M performs a taunt during recovery that reduces your frame advantage to +5. Any taunt, either holding L/M after command throw or H+U, boosts your next command throw by 550 if it hits. A whiffed command throw will also consume this buff.<br />
----<br />
;H Version<br />
* Similar reach to the M version, but it comes out slightly faster than the L version while also doing the most damage.<br />
<br />
All versions lead into a hard knockdown, leaving Ladiva at +28 and forming the cornerstone of her monstrous corner pressure. This is enough time to setup a safejab in the corner with (whiffed) 66L > c.L. 236M will also hit meaty for +3 on block. For a good time, serve up a Screwdriver.<br />
}}<br />
<br />
===<big>Leg Drop of Adoration</big>===<br />
{{Micon|12}} {{InputBadge|j.360X}} or {{InputBadge|j.S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.360L,j.360M,j.360H<br />
|versioned=input<br />
|description=<br />
Midair command grab. Has a farther grab range and does more damage than Ladiva's regular air grab.<br />
<br />
H grab is throw invuln.<br />
}}<br />
<br />
===<big>Headbutt of Love</big>===<br />
{{Micon|9}} {{InputBadge|236X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H,236H > 6H,236H > 6HH<br />
|versioned=input<br />
|description=<br />
This attack has the ability to negate projectiles. Rewards you with 15% meter (2% for using headbutt and then 13% for hitting the fireball) (spot dodging is almost always preferred though). The M version is plus on block and gives a combo on hit, making it something the opponent has to look out for as plus frames are very scary against Ladiva. The H version groundbounces and can lead to combo extensions.<br />
----<br />
;L Headbutt<br />
* Minus on block.<br />
Ladiva's only non-EX standing combo ender.<br />
----<br />
;M Headbutt<br />
* Plus on block.<br />
Pressure reset tool. Leaves you plus on block right next to your opponent, exactly what you want.<br />
----<br />
;H Version<br />
* Can be followed up twice with {{clr|3|6H}}<br />
Very plus on hit for the first two headbutts, but progressively less plus on block.<br />
}}<br />
<br />
===<big>Elegant Lariat</big>===<br />
{{Micon|8}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
An advancing lariat that has the ability to guard crush an opponent who is stand-guarding. Has higher damage and faster startup if done while in the middle of a run. All versions whiff against crouching opponents who are not currently doing an attack.<br />
<br />
<strike>If the M or H version lands, you can link into either {{clr|4|2U}} or {{clr|2|2M}} xx SBA when mid-screen,</strike> or go into your extended corner combos.<br />
}}<br />
<br />
===<big>Devoted Body Slam</big>===<br />
{{Micon|13}} {{InputBadge|623X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Ladiva's antiair command grab. Will not work on opponents on the ground, but can be used against an opponent in hitstun who is in the air. Too short to anti-air usually, but can catch jump outs in pressure or work as a combo ender. Using 623L can score combo pickups that 623H cannot.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Jewel Resort Screwdriver</big>===<br />
{{Micon|12}} {{InputBadge|360U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=360U<br />
|versioned=input<br />
|description=<br />
Ladiva's highest-damage command throw outside of her supers. Takes the opponent off to see the curvature of the earth before slamming them down for a hard knockdown.<br />
<br />
Hold 9 for an autotimed safejump.<br />
}}<br />
<br />
===<big>Ultimate Leg Drop of Adoration</big>===<br />
{{Micon|12}} {{InputBadge|j.360U}} or {{InputBadge|j.S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.360U<br />
|versioned=input<br />
|description=<br />
A version of Leg Drop of Adoration with a hefty amount of invulnerability on startup. Ideal for snatching reversals that go airborne, but will generally have to be done on a read.<br />
}}<br />
<br />
===<big>Ultimate Headbutt of Love</big>===<br />
{{Micon|9}} {{InputBadge|236U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
Ladiva's only reversal outside of her supers. Has frame 1 super armour, allowing it to be used both on wakeup and to beat frametraps in an opponent's pressure.<br />
}}<br />
<br />
===<big>Ultimate Elegant Lariat</big>===<br />
{{Micon|8}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
A version of Elegant Lariat that drops the opponent right in front of Ladiva on hit, acting as a higher-reward version of her standard Elegant Lariat versions.<br />
Strong midscreen combo tool that easily juggles into {{clr|2|c.MXX}}.<br />
<br />
Note: {{clr|4|214U}} is only +5 when blocked crouching. Due to the guard crush nature of the first hit, the second hit will always connect on standing characters for a +26 non-juggle HKD.<br />
}}<br />
<br />
===<big>Ultimate Devoted Body Slam</big>===<br />
{{Micon|13}} {{InputBadge|623U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
A much faster version of Devoted Body Slam. Yanks the opponent out of the air before transitioning to a cinematic elbow drop. The hard knockdown leaves the opponent right at Ladiva's feet.<br />
<br />
At +24 it sets up fairly nicely for a meaty with raging strike.<br />
}}<br />
<br />
==Skybound Arts==<br />
===<big>Maximum Love Bomb (Strike)</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Ladiva charges at her opponent to perform a lariat and a dropkick in quick succession. This attack has projectile invulnerability, but there are some exceptions (can't go through Ferry's {{MMC|chara=Ferry|input=236236H|label={{clr|H|236236H}}}}). It is, however, an incredible long-range whiff-punish tool.<br />
<br />
Even though it only has projectile invulnerability after the flash, you can use 6 frames of full invulnerability on its start up frames to go through a non-projectile attack if you can time it right.<br />
}}<br />
<br />
===<big>Maximum Love Bomb (Throw)</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
Active 0 frames post super flash. Range is more than {{FLMMC|360L}} but less than {{FLMMC|360M}}.<br />
<br />
<!--If performed with the skill button, the damage is reduced to 3000 instead of 4000.--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>The Shape of Love</big>===<br />
{{InputBadge|{{clr|4|720U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=720U<br />
|description=<br />
Ladiva wrestles her opponent against the floor, slowly reducing their HP.<br />
* Longer range than her SBA, slightly further than her {{FLMMC|360M}}'s range. <br />
* Connects with opponents who are blocking, in grounded hitstun, or are being juggled close to the ground.<br />
<!--* If performed with the skill button, the damage is reduced to 4000 instead of 5000.--><br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Ladiva}}<br />
{{GBVSRweapons|Size=120|Character=Ladiva}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Ladiva|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Ladiva]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Ferry&diff=432201GBVSR/Ferry2023-12-24T06:19:27Z<p>JC: Moving to Pros/Cons per admin decision. These are entirely copypasted from VS, with some minor alterations.</p>
<hr />
<div>==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ferry is a normals based zoning character who excels in harassing the opponent in the mid-far range thanks to her long pokes and [[{{PAGENAME}}#Gespenst|Gespenst]]. In addition, she also boasts one of the strongest {{Tt|setplay|Performing a pre-planned, calculated setup after you've knocked your opponent down.}} tools in the game, [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]], as he can make way for ambiguous pressure, including instant overhead attacks.<br />
<br />
Ferry also boasts other interesting tools, such as a [[{{PAGENAME}}#Spectral Dive|divekick]] and [[{{PAGENAME}}#Ghostswing|ceiling swing]] that can enhance her mobility, and an [[{{PAGENAME}}#Hinrichten|install]] that grants her chains and reversal beats similar to the ones seen in ''French Bread'' games, allowing her to link attacks together in any order.<br />
<br />
Should you seek a long-range character with a diverse toolkit and suffocating setplay, Ferry may be for you.<br />
<br />
<br />
<br />
<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro=is a zoning character who excels in harassing her opponent from afar and pulling them in to start extremely powerful pressure and okizeme.<br />
| pros = <br />
* '''Powerful {{Tt|Okizeme|Attacking an opponent about to wake up, usually with meaty attacks or mixups.}}:''' Ferry's okizeme is amazing thanks to [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]], as he allows her to set-up powerful hit/throw mixups, as well as 50/50s that can loop into itself.<br />
* '''Great Pokes:''' Most of Ferry's normals boasts extremely long range that can convert into knockdown with [[{{PAGENAME}}#Gespenst|Gespenst]] and begin her okizeme.<br />
* '''Strong Air Mobility:''' [[{{PAGENAME}}#Spectral Dive|Spectral Dive]] can be used to halt Ferry's momentum and [[{{PAGENAME}}#Ghostswing|Ghostswing]] is great for getting around the stage during a match. Both can be used to bait anti-airs, or to get out of disadvantageous situations.<br />
| cons = <br />
* '''Slow:''' All of Ferry's normals are slower than average, making her ability to {{keyword|abare}} somewhat awkward and often relies on her reversal to escape pressure. Additionally, her forward walk and run speeds are also among the slowest out of all characters, although her backwalk speed is one of the best.<br />
* '''Low Health:''' Ferry has lower than average health, meaning that she can't afford to make many mistakes.<br />
* '''Awkward {{Tt|Anti-Airs|Anti-air<hr>A move intended to hit the opponent out of the air. These moves are generally enforced with special properties such as head or full invincibility against aerial moves.}}:''' Ferry's {{clr|3|2H}} and {{clr|2|c.M}} only covers very specific angles and {{clr|3|2H}} is air blockable. Her reversal can remedy this but only the {{clr|3|H}} version is air unblockable and it doesn't lead into good reward.<br />
<br />
}}<br />
</div><br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Slower than average jab that is a solid button to mash out of pressure with when the opponent is up close, as well as having some utility when used in pressure up close due to being plus on block. Relatively low recovery lets you use this move on an opponent's knockdown and still recover to block slow reversals such as Charlotta's H flashkick, though this requires you to hit the move later in its active frames.<br />
* Links into {{clr|2|c.M}} on crouching or counterhit and combos into many specials though you will typically be going into triple attack to combo from {{clr|1|c.L}}.<br />
* {{clr|2|c.M}}, {{clr|1|214L}} or {{clr|3|214H}} can frametrap on block while remaining safe.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
{{clr|2|c.M}} can serve as situational anti-air for deep jump ins or opponents directly overhead<br />
* As an anti-air, counterhit {{clr|2|c.M}} can link into {{clr|3|c.H}}, {{clr|4|214U}} or {{clr|4|236U}}.<br />
* Can combo into Raging Strike for a highly rewarding non-counterhit anti-air.<br />
<br />
* Has a different animation if 22X is active or on the stage, as this move uses [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]] in its animation.<br />
** Frame data does not change.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Preferred starter for combos and pressure in most cases. +3 on block and being a heavy moves gives you a ton of time to confirm any counterhits.<br />
* {{clr|3|c.H}} > {{clr|3|c.H}} is a 6f frametrap, which frametraps most of the cast.<br />
* {{clr|3|c.H}} > {{clr|2|c.M}} is a 4f frametrap, but requires dash momentum on block<br />
* Links into {{clr|2|c.M}} on grounded or air hit.<br />
* On counterhit, {{clr|3|c.H}} links into practically anything, including any ultimate skill.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. Triple attack is primarily used as combo filler or to extend confirms during pressure.<br />
*Keep in mind that triple attack greatly contributes to combo limit in a juggle, and Ferry's combos are severely limited by combo limit, so only use it in juggles where necessary.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender. Can be used with [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]] for a fuzzyable high low mix.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.Can be used with [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]] for a fuzzyable high low mix.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
Solid low commitment poke in the midrange, hits low enough to catch rolls. Your primary button to jail the opponent after the opponent ends their pressure.<br />
* At mid ranges (but not long range) {{clr|2|623M}} and {{clr|1|236L}} can combo.<br />
* {{clr|1|214L}} and {{clr|3|214H}} combo at close range.<br />
* At its longest ranges, only {{clr|4|214U}} combos.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
This is your main poke at longer distances, and is a staple move of Ferry’s strong keep out game. You’ll want to use this to control the screen horizontally, eventually conditioning the opponent to try to roll or jump over it, both of which can be baited and punished. The whip is NOT disjointed, so the opponent can hit the whip to hurt you, thus exercising restraint with this move is very important.<br />
* Low comittment enough that Ferry can generally recover in time to block or anti air if its jumped over, depending on timing.<br />
* This move can be low profiled or rolled, in which case, you can use {{clr|2|2M}} or {{clr|4|2U}} to thwart that.<br />
* Combos into {{clr|3|236H}} on counterhit only at all ranges. Combos into {{clr|1|236L}} and {{clr|4|236U}} on normal hit at all ranges, and into {{clr|4|214U}} at surprisingly long range.<br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H<br />
|description=<br />
Similiar to {{clr|2|f.M}} with more range and damage, but slower startup and higher recovery, making it much more committal than {{clr|2|f.M}}. Ferry steps forwards as she uses this move, so it can be useful in keeping up pressure on a retreating foe. If your opponent happens to jump or roll when you press {{clr|3|f.H}} you will be easily punished if they were close enough, making this move undesirable to use in neutral unless your opponent is very far.<br />
* On normal hit, combos into {{clr|1|236L}} and {{clr|4|236U}} at all ranges. At closer range, {{clr|3|236H}} and {{clr|4|214U}} can combo on normal hit. <br />
* On counterhit, combos into {{clr|3|236H}} at all ranges.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Decent option to mash out of pressure with, thanks to it not having a range limit unlike {{clr|1|c.L}}. It has low range for a 2L though, so it can whiff against decently spaced close normals and specials. The lack of reward on this move without counterhit or spending resources makes it a rather poor choice to use in pressure, as it doesn't link into {{clr|1|f.L}} without counterhit.<br />
* Combos into {{clr|1|c.L}} on hit, provided Ferry is still within {{clr|1|c.L}} proximity range<br />
* Links into {{clr|1|f.L}} on counterhit only<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
A very good long range poke which complements {{clr|2|f.M}} well. {{clr|2|2M}} shares the range of {{clr|2|f.M}} and not only does the hitbox hit low enough to beat low profiles and rolls, it also requires the opponent to block low, making it very difficult for them to approach or forcing them to commit to other options such as jumping. Compared to {{clr|2|f.M}}, it is slower but not as slow as {{clr|3|f.H}}, making this still comfortable to use at most ranges. You can also go under projectiles with this, punishing people who try to fireball in the midrange.<br />
* Combos into all the same stuff as {{clr|2|f.M}}.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H<br />
|description=<br />
Ferry’s dedicated anti air normal. This move is good for controlling the air space in front of her, but is not reliable when the opponent is directly above your head. In that case, consider another anti air option such as 623X or {{clr|2|c.M}}. Due to being air blockable, this becomes a rather poor option against an opponent who is jumping and blocking to approach, in which case {{clr|2|f.M}} and {{clr|3|f.H}} become better far anti air options as they are air unblockable. Good combo filler in Hinrichten routes.<br />
* Rather awkward to combo out of as an anti air, with available options completely changing depending on height, spacing and/or counterhit.<br />
* Can variously combo on regular hit, but as {{clr|3|2H}} is air blockable and counter hit slowdown makes most normal hit combos unviable, these are hardly worth listing.<br />
* Can setup an interesting air unblockable by cancelling into {{clr|4|214U}} if {{clr|3|2H}} hits high up.<br />
* Can combo into {{clr|2|236M}} on air counterhit, which usually requires a delay on the cancel depending on height. Can also link into {{clr|3|66H}} if a side swap is desired instead of damage.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Incredible sweep. One of her better pokes, and one of the best sweeps in the game. Grants a hard knockdown on grounded hit. You can use the hard knockdown to go for a superjump safejump with {{clr|3|j.H}} or set up [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]] oki with 22X. This move also is often used as an alternative to {{clr|1|2L}} as the low complement in Ferry's high/low oki.<br />
* Combos into {{clr|1|236L}} or {{clr|4|236U}} on normal hit at all ranges. Strangely, {{clr|4|214U}} doesn't have its vacuum effect after a {{clr|4|2U}} hit, significantly shortening the range {{clr|4|214U}} would normally combo.<br />
* Combos into {{clr|3|236H}} on counterhit at all ranges.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
Easily the most useless move in Ferry's kit. A very slow and reactable overhead. There's no reason to use this as an overhead mix up with [[{{PAGENAME}}#Geegee, Get 'Em!|Geegee]] while {{clr|1|j.L}} exists. It does have airborne frames which can be used to bait throws, but it doesn't combo even on counterhit so there's literally no reason to use this over [[{{PAGENAME}}#Spectral Dive|Spectral Dive]] for throw baits. Its only niche use would probably be to finish off unexpecting opponents where {{clr|1|j.L}} wouldn't do enough damage.<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
An attack that swaps side with the opponent. Can be used to steal the corner as it's safe on block, though this carries some amount of risk as you are putting yourself minus directly next to your opponent.<br />
* Can link into {{clr|1|2L}} on counterhit.<br />
}}<br />
<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
Primary use of this move is in Ferry’s mixup game, as rising {{clr|1|j.L}} is instant overhead that can hit the entire cast, even when crouching. To convert off of it, you will need to set it up with Geegee or Vergiften. Alternatively, if you are in Hinrichten, you can convert off of it without the need of a setup, by chaining {{clr|1|j.L}} into {{clr|4|j.4U}}. Without a proper setup or Hinrichten, using {{clr|1|j.L}} as an instant overhead is highly unsafe, even on hit. This move is also useful as an air to air up close.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
Horizontal whip attack that is very useful for controlling air space. You can also use it to hit a standing opponent at the tip, just before landing far from them. The whip does have a hurtbox so be careful when throwing it out. Note that this cannot overhead a crouching opponent as it will always whiff against crouchers.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Primary jump in normal. The whip is a part of her hurtbox, making it susceptible to anti airs if your opponent times it properly, however this can be rather difficult due to the very good range it boasts. The threat of this normal also potentially allows you to land without pressing it and punish an anti air attempt.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Ein Ball</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U<br />
|description=<br />
Performs a multi-hit attack that deals a small amount of chip damage if blocked close. It also gains a good chunk of meter if all hits are blocked and is only -2 on block.<br />
The majority of hits are point-blank, so you’ll want to dash up to them prior. It is mostly disjointed so it can sometimes serve as a counterpoke. The low recovery of this move makes it pretty safe to whiff. Surprisingly, it prorates really well, making it useful in some combos.<br />
}}<br />
<br />
===<big>Spectral Dive</big>===<br />
{{InputBadge|{{clr|4|j.4U}}/{{clr|4|5U}}/{{clr|4|6U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
Dive kick. Performs a midair dive attack. If this move hits close to the opponent's feet, it's possible to be plus. Can combo but only on crouching opponents or with one hit counterhit.<br />
The angle the move goes in can be altered by inputting {{clr|4|j.4U}} or {{clr|4|j.6U}}, for a total of 3 different angles. {{clr|4|j.5/6U}} have 2 hits which makes them easier to be positioned so that they are plus on block. This move is very good for crushing low buttons such as sweeps. When cornered, you can jump and input {{clr|4|j.6U}} as a way to escape out (however, many characters are fast enough to punish the recovery of this move). In Hinrichten, you can use {{clr|4|j.4U}} to convert off of instant overhead {{clr|1|j.L}}.<br />
}}<br />
<br />
===<big>Ghostswing</big>===<br />
{{InputBadge|{{clr|4|j.7U}}/{{clr|4|8U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.8U<br />
|description=<br />
Hooks Ferry's whip to the stage ceiling and swings her forward. Primarily used as a mobility option to get around the stage. You can stop the swing early by inputting an air normal immediately, with the most preferable button being {{clr|1|j.L}} for that purpose, or you can even air throw to avoid sticking out a normal entirely. You can also swing backwards by inputting {{clr|4|j.7U}}. Unlike in GBVS, this will not turn Ferry around after crossing up in the air.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
*Forward throw slams the opponent to the ground, giving a hard knockdown afterwards. Midscreen, you can set up 22X to apply more pressure afterwards. In the corner, only {{clr|3|22H}} will work as the others go off screen.<br />
*Back throw has Beppo slam them to the other side, leaving them very close to Ferry. This is the preferred throw for okizeme afterwards midscreen due to this property, allowing for {{clr|3|22H}} oki.<br />
Both throws can convert into Geegee if it was placed beforehand. If following up either throw into {{clr|3|22H}}, Ferry will be at a frame disadvantage. The threat of {{clr|3|623H}} can help deal with this, but this only converts into Geegee if the opponent is cornered.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
Grabs the opponent and slams them back into the ground. Good air to air option. If Geegee was was set up prior, you can convert off of it afterwards.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires 1 Bravery Point meter.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
Since this move grants a hard knockdown, can be used to setup a high low with 22H or 22L.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires 1 Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Gespenst</big>===<br />
{{Micon|1}} {{InputBadge|236X}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236L,236M,236H<br />
|versioned=input<br />
|description=<br />
Performs a whip attack. It has a slow start-up and even slower recovery, but it has a long reach and clashes with projectiles. If it hits, it can be followed up by Whip It Good or Heel. Any of the whips can be rolled through on reaction, leaving Ferry very vulnerable to a punish due to the high recovery, making this move quite reckless if used excessively and predictably.<br />
----<br />
;L Whip<br />
* Fast startup, high recovery. Your main combo tool when hitting opponents with pokes such as fM or 2M. It can be combo'd into off almost any button at almost any range. This move is punishable on block at closer ranges. Note that at further ranges you will not be able to do the followups, and instead will just hit the opponent away.<br />
----<br />
;M Whip<br />
* M version has longer startup but allows for powerful combos with {{clr|2|Heel}}.<br />
----<br />
;H Whip<br />
* H version has the same range as M version but is much faster and plus on block. Can be combo'd from counter hit {{clr|2|2M}}, counter hit {{clr|2|f.M}}, {{clr|3|f.H}} at close ranges, counter hit {{clr|3|f.H}} from further ranges, or from autocombo.<br />
}}<br />
<br />
===<big>Whip It Good</big>===<br />
{{InputBadge|236X > X}} or {{InputBadge|S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236X > X<br />
|description=<br />
Deals additional damage after connecting Gespenst (automatically triggers with less damage if no other commands are input). After M Gespenst, the enemy is popped up high enough for a followup hit, which can lead to a combo in the corner.<br />
}}<br />
<br />
===<big>Heel</big>===<br />
{{InputBadge|236X > 4X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236X > 4X<br />
|description=<br />
Pulls the foe near after connecting Gespenst. This skill doesn't deal any damage. This move is a key part of her combos game midscreen as you can combo off the M and H versions for damage and potentially a hard knockdown if you spend resources<br />
<br />
Each whip version has 2 visually distinct ranges which give varying levels of frame advantage or combo potential, a short range and a long range. <br />
----<br />
;L Whip<br />
* Cannot combo after the pull. No difference in frame advantage between short and long range pulls and also the least advantageous of all the whips. Do not use this unless you are pulling them into an active geegee.<br />
----<br />
;M Whip<br />
* Both short and long range can combo into {{clr|4|2U}}. Short range can additionally combo into {{clr|3|c.H}} for damage.<br />
----<br />
;H Whip<br />
* Short range can combo into {{clr|1|c.L}} or {{clr|1|2L}}.<br />
}}<br />
===<big>Beppo, Sic 'Em!</big>===<br />
{{Micon|11}} {{InputBadge|623X}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Summons Beppo to perform a rising attack. Ferry's main resourceless juggle ender. The U version is also a powerful invincible reversal at the cost of 50 meter.<br />
----<br />
;L DP<br />
* Strikes near Ferry's head and has very fast startup, making it situationally useful as an anti-air, but it is susceptible to getting punished if the opponent blocks.<br />
----<br />
;M DP<br />
* Summons Beppo a little lower vertically and further ahead compared to the L version.<br />
Covers different air angles as well as utilized as combo filler in grounded confirms. It's much slower and thus bad to use as reaction anti-air unless the opponent is far, but it's surprisingly good as a prediction "poke".<br />
----<br />
;H DP<br />
Unlike the L and M versions, it is also completely air unblockable.<br />
}}<br />
<br />
===<big>Trombe</big>===<br />
{{Micon|10}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
;L Version<br />
* Safe on block.<br />
* Doesn't knock down, causes a flipout instead.<br />
Mainly used to end your block pressure safely, as well as having some utility as a frametrap tool during block pressure. Can also be used as an alternative ender if 623X is not available due to cooldown.<br />
----<br />
;M Version<br />
* Wallbounce on counterhit.<br />
Slower than L version, but does more damage and hits and is safer on block. On counter hit, causes a wall bounce in corner, making it a very useful move to use as a frametrap (such as from {{clr|3|c.H}}).<br />
----<br />
;H Version<br />
* Wallbounces on hit.<br />
Great setplay starter midscreen and combo extender in the corner.<br />
}}<br />
<br />
===<big>Geegee, Get 'Em!</big>===<br />
{{Micon|16}} {{InputBadge|22X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22L,22M,22H<br />
|versioned=input<br />
|description=<br />
Projectile that disappears if Ferry blocks or gets hit. Sends Geegee at the foe for a multi-hit attack. The attack can be delayed by holding any button except U or G, including the Skill button. You can switch which button you use to delay Geegee by holding down a different button any time after inputting it. There is also enough of a delay with releasing Geegee that you can quickly let go and press the same button again and continue holding Geegee (e.g. if you were holding Geegee with M and wanted to press {{clr|2|f.M}} and still continue holding Geegee).<br />
<br />
Geegee defines Ferry’s amazing okizeme game, as you can go for many ambiguous mixups such as hit/throw or even a high/low with {{clr|1|c.L}}/{{clr|4|2U}} and rising {{clr|1|j.L}}, and have Geegee help you convert off of it afterwards. Geegee persists after a throw which allows for a combo, but any kind of tech will make it vanish.<br />
<br />
If trying to convert into Geegee from neutral, you will generally need to spend 50 meter on an ultimate skill or a bravery point on raging chain for a hard knockdown.<br />
----<br />
;L/M Version<br />
* Jumps out in an arc, hitting the opponent before landing.<br />
* If Geegee collides with an opponent, there is a notable time increase before Geegee can become active as it bounces down to the ground.<br />
Can be useful as an anti air in some cases. If the opponent blocks this in the air you can often unblockable them with fM 236L for good reward. In the corner, Geegee can go offscreen when using the L or M version, requiring you to use {{clr|3|22H}} if you're too close.<br />
----<br />
;H Version<br />
* Runs across the ground stopping in front of the foe.<br />
* Notably lacks any sort of hitbox while travelling, which can actually make it worse than L/M version in some specific instances. Instead, Geegee can become much active much quicker assuming the opponent isn't far. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Gespenst</big>===<br />
{{Micon|1}} {{InputBadge|236U}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236U<br />
|versioned=input<br />
|description=<br />
Ideal tool for winning fireball wars. On hit, transitions into a cinematic that causes a hard knockdown from anywhere on the screen. Good for setting up her high low mix in the corner with 22L.<br />
}}<br />
<br />
===<big>Ultimate Beppo, Sic 'Em!</big>===<br />
{{Micon|11}} {{InputBadge|623U}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
Ferry's only true reversal without using her Skybound Arts. Finishes with a spike downwards for a hard knockdown.<br />
}}<br />
<br />
===<big>Ultimate Trombe</big>===<br />
{{Micon|10}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
Fast startup version of Trombe, with Ferry spinning her whip around her. Drags slightly backwards before launching nearly fullscreen for a hard knockdown. This move has a surprisingly large vacuum effect which allows it to convert off fM and fH at some ranges. Puts the opponent at the perfect distance for 22L to land on them, allowing you to set up oki midscreen.<br />
}}<br />
<br />
===<big>Ultimate Geegee, Get 'Em!</big>===<br />
{{Micon|16}} {{InputBadge|22U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=22U<br />
|versioned=input<br />
|description=<br />
Incredibly fast version of Geegee that immediately activates when colliding with an opponent. Has 5 total hits. Good for catching low health opponents off guard with a quick hitbox that deals quite a bit of chip.<br />
}}<br />
<br />
==Skybound Arts==<br />
===<big>Vergiften</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Skybound Art that launches a projectile. Releases a powerful orb that slowly bounces across the stage. Has some invincibility, but not frame 1 so it will not function as a reversal.<br />
<br />
You can chase the projectile down to apply pressure and restrict the foe's movement options. But be aware that without some sort of setup or distance it is quite easy to to go under the orb and punish Ferry. Similar to Geegee, opponents can be thrown into this or opened up with high/low mixups to convert into it. Won't dissappear even if you get hit after it has come out.<br />
<br />
Also serves as amazing combo filler when you have the meter to spend. Since the orb is guaranteed to come out after the super flash, it also serves as a very strong reactionary anti-air option. If the opponent ends up air blocking, you can time a {{clr|3|c.H}} to hit them as they descend for an air unblockable.<br />
<br />
* Recovers 1 Bravery Point for Ferry during superflash.<br />
* Removes 1 Bravery Point from the opponent on hit.<br />
}}<br />
<br />
===<big>{{IconText|Hinrichten|GBVS_Ferry_Hinrichten_Icon|Right}}</big>===<br />
{{InputBadge|{{clr|3|214214H}}}} or {{InputBadge|214S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214214H<br />
|description=<br />
Install super that lasts for 420 frames (7 seconds).<br />
<br />
When active, allows Ferry to chain her normals into each other in any order, but cannot repeat a normal in the chain and she can only cancel up to 3 times i.e ({{clr|3|5H}} > {{clr|2|5M}} > {{clr|4|2U}}). Each hit of an autocombo contributes to this 3-move limit. Hinrichten allows you to do a multitude of things, such as reverse beat your pokes into {{clr|1|2L}} to cut down their recovery, convert off of rising {{clr|1|j.L}} instant overhead without a setup prior, and combo into {{clr|4|2U}} naturally for a hard knockdown. Has some invincibility, but not frame 1 so it will not function as a reversal.<br />
<br />
If this super is cancelled from a normal, pressure can be continued from the normal, with {{clr|3|c.H}} being best for this. If the normal ended up being a hit, a combo can be started. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Aetheryte Requiescat</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Invincible reversal. Performs a powerful whip attack that deals additional hits upon connecting. This skill's long reach is useful for punishing foes throwing out pokes or projectiles at a distance. You can hitconfirm into this after successfully hitting {{clr|2|f.M}}, {{clr|3|f.H}} or {{clr|2|2M}}, by buffering 236236 and then hitting {{clr|U|U}} on reaction to seeing the hit. It’s relatively easy so it’s highly recommended to learn it. <br />
<br />
* Recovers 1 Bravery Point for Ferry during superflash.<br />
* Removes 2 Bravery Points from the opponent on close hit only.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Ferry}}<br />
{{GBVSRweapons|Size=120|Character=Ferry}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Ferry|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Ferry]]</div>JChttps://www.dustloop.com/wiki/index.php?title=GBVSR/Eustace&diff=432200GBVSR/Eustace2023-12-24T06:16:21Z<p>JC: </p>
<hr />
<div>{{MFlag}}<br />
==Overview==<br />
{{GBVSR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Stoic Erune "Weapon Contractor" of The Society; a mysterious organizaion who looks to put down any grave threats to Sky Realm by whatever means necessary. Wielding his Seal Weapon Flamek, Eustace excels at locking down the opponent with his projectile gunfire, [[#Close Combat Followups|command dash follow-ups]] and [[#Rat Race|Rat Race]] grenade oki and pressure. On top of his already strong offense, he can use the simplified inputs for [[#Flamek Thunder|Flamek Thunder]] and [[#Slow Kill|Slow Kill]] to execute blockstrings and combos which would otherwise be very difficult or impossible. Although he's strong when it's his turn, his strengths are offset by his lack of a meterless reversal and generally low damage output. Good reads and awareness are required to fully make Eustace shine as an offensive powerhouse.<br />
}}<br />
{{GBVSR/Infobox}}<br />
{{ProsAndCons<br />
|intro= is a mid-range Zoner set apart by his strong projectiles and pokes, extensive juggles and dangerous pressure.<br />
| pros =<br />
* '''Strong neutral''': A variety of good pokes, projectiles that hit at different timings and advancing moves give Eustace a fantastic neutral game.<br />
* '''Godlike pressure''': In addition to his top-of-class {{clr|1|2L}} and high speed projectiles, every one of Eustace's specials is geared towards offense and nearly all EX and charged versions grant him advantage on block.<br />
* '''Great conversions with Rat Race+''': With EX grenade set, Eustace can convert almost any hit into a highly damaging combo from anywhere on screen.<br />
| cons =<br />
* '''No meterless reversal''': Eustace can have a tough time getting out of pressure as he has no meterless, frame 1 invincible reversal.<br />
* '''Reliance on grenade''': A lot of Eustace's kit is enabled by {{clr|3|Rat Race+}}, and if it's on cooldown he loses access to his high damage conversions, and his pressure becomes significantly weaker. Eustace may be forced to spend meter to compensate, resulting in him guzzling up resources and not having them for a better situation.<br />
* '''Polarizing Matchups''': Has many matchups where characters can easily deal with his options, forcing Eustace into unfavorable, risk-heavy gameplans.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header=Unique Mechanic: [[#Rat Race|Rat Race]] Grenades |ToCName=Unique Mechanic: Rat Race Grenades<br />
|content= The {{clr|3|H}} version of Rat Race causes the grenade to stick to the opponent. Eustace's gunshot moves and projectiles will cause the grenade to detonate for a combo, a hard knockdown, or massively improved frame advantage on block.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|c.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.L<br />
|description=<br />
Standard Granblue c.L. Combos into itself, {{clr|1|2L}} and {{clr|1|f.L}} on hit and {{clr|2|2M}} on crouching hit. Eustace's fastest normal so it's his go-to abare normal, and also his best link from {{clr|1|2L}} so long as he's in range to combo into it. Its frame advantage means it can also be used for pressure, but it's generally outshined by Eustace's amazing {{clr|1|2L}} for this purpose.<br />
}}<br />
<br />
===<big>{{clr|2|c.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.M<br />
|description=<br />
Eustace's {{clr|2|c.M}} is slightly slower than the average {{clr|2|c.M}} at 7f startup, meaning it will only link from {{clr|1|2L}}/{{clr|1|c.L}} on crouching opponents. Despite this, it still finds use in frame traps and as a slightly faster close-range punish tool than {{clr|3|c.H}}.<br />
<br />
Combos into {{clr|3|623H}} on CH, notable when punishing moves like dodges or when used as a frametrap.<br />
}}<br />
<br />
===<big>{{clr|3|c.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.H<br />
|description=<br />
Eustace's most damaging normal. It also does the most grounded hitstun of any of his buttons, making it the only way to combo into {{clr|3|623H}} on a standing opponent. This makes {{clr|H|c.H}} great combo filler, and Eustace's optimal grounded punish starter so long as he's in range to use it. Its high blockstun also makes it good if Eustace's opponent has been conditioned to respect his blockstrings.<br />
<br />
Devastating on counter-hit, but generally Eustace will have a difficult time frame trapping into this one from normal strings. Frame traps are still possible thanks to Eustace's access to absurd frame advantage in [2][8]X and grenade setups, and you can also meaty {{clr|H|c.H}} for up to +3 frame advantage.<br />
}}<br />
<br />
===<big>Triple Attack</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=c.XX,c.XXX, c.XX6M, c.XX6H<br />
|versioned=input<br />
|description=<br />
'''c.XX'''<br />
*Second hit of a Triple Attack.<br />
<br />
----<br />
'''c.XXX'''<br />
*Safe, uninteresting ender. No notable attributes.<br />
<br />
----<br />
'''c.XX6M'''<br />
*Low Triple Attack ender.<br />
<br />
----<br />
'''c.XX6H'''<br />
*Overhead Triple Attack ender.<br />
}}<br />
<br />
===<big>{{clr|1|f.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.L<br />
|description=<br />
A high kick that looks similar to Zeta's and Djeeta's {{clr|1|f.L}}s, but it consistently connects against crouching opponents. Eustace's far-range 6f punish. Also useful for combos as its Eustace's only way to convert into a knockdown from {{clr|1|2L}} without cooldowns, and its also his best link from {{clr|3|623H}} on standing opponents. However, {{clr|1|f.L}} only combos into Flamek Thunder, {{clr|1|214L}}~{{clr|3|H}} and {{clr|3|214H}} on hit, so it's generally preferable to find ways to route around using this.<br />
}}<br />
<br />
===<big>{{clr|2|f.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.M<br />
|description=<br />
Kinda looks like Lancelot's {{clr|2|f.M}} but a lot bigger due to how Eustace leans forward as he swings. Eustace's 8f punish, and his go-to fast poke due to a great combination of speed and range. Also makes for a decent long-ranged frametrap, but generally outshined in this use by {{clr|H|f.H}}. On hit, it combos into {{clr|2|214M}} except at near-maximum range. <br />
}}<br />
<br />
===<big>{{clr|3|f.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=f.H,f.HH<br />
|versioned=input<br />
|description=<br />
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
* The followup cannot be canceled into special moves.<br />
Eustace's long-range 9f punish. Strong poke with a built-in follow-up for free extra damage and a knockdown, though attempting to confirm into a special or {{clr|U|5U}} is preferable due to the poor reward from {{clr|H|f.H}} without grenade set. <br />
<br />
{{clr|H|f.H}} is also a great button for spacing traps thanks to Eustace's enormous {{clr|L|2L}}, and will combo into {{clr|H|623H}} for a full combo against crouching opponents. As many characters use {{clr|M|2M}} as abare at range, this situation isn't as rare as you might think. In combos, {{clr|H|f.H}} is commonly used to extend juggles as Eustace's highest damaging far normal, and {{clr|H|f.HH}} can be used as a secondary grenade trigger if you don't have time for anything else.<br />
<br />
The follow-up can be used on whiff, and can make this button harder to whiff punish.<br />
}}<br />
<br />
===<big>{{clr|1|2L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2L<br />
|description=<br />
Extremely good range for a {{clr|1|2L}}, second only to Zeta's. {{clr|1|2L}} is the cornerstone of Eustace's pressure, and he will often start strings with it. It's range allows it to be repeated three times on block, and it frame traps into {{clr|1|f.L}} and {{clr|2|2M}} at any range, and can be spaced to frame trap into {{clr|2|f.M}}/{{clr|H|f.H}} instead. A meaty {{clr|1|2L}} also can also frame trap into {{clr|H|c.H}} for the extra blockstun.<br />
<br />
Against standing opponents, Eusatce's go-to link is {{clr|1|c.L}} or {{clr|1|f.L}}, and on crouchers {{clr|2|c.M}} or {{clr|2|2M}}. Crouch confirms from {{clr|1|2L}} are especially important at longer ranges due to the {{clr|2|2M}} link being significantly more rewarding in damage and okizeme than the {{clr|1|f.L}} link.<br />
}}<br />
<br />
===<big>{{clr|2|2M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2M<br />
|description=<br />
Low swipe, does not actually hit low. Pretty good frame trap tool and Eustace's go-to 7f punish. Combos from {{clr|1|2L}} and {{clr|1|c.L}} on crouching opponents, which leads to a good knockdown with {{clr|2|214M}}. Will always combo into {{clr|2|214M}} unless it hits an extended hurtbox.<br />
<br />
At further spacings on a crouch confirm, {{clr|M|2M}} confirms into {{clr|H|[2]8H}} for a better knockdown and an extended juggle in the corner. {{clr|3|[2]8H}} will technically combo from {{clr|2|2M}} even at closer ranges, but it won't lead to a workable juggle if spaced. Eustace might still want to spend the cooldown for the better okizeme, though.<br />
}}<br />
<br />
===<big>{{clr|3|2H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2H,2HH<br />
|versioned=input<br />
|description=<br />
* By pressing H again, Eustace fires off a shot from the extended gun which can set off the Rat Race+ grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
* The followup cannot be canceled into special moves. <br />
The first of Eustace's designated anti-airs, and the most rewarding of the lot. There are many ways to convert {{clr|3|2H}} into a combo if it hits as an anti-air, but they can be inconsistent depending on whether it counter-hits or not. To get around this, Eustace can cancel straight into {{clr|1|214L}}, then either Brake if he sees a CH or Stunlight/Assault Knife if he doesn't.<br />
<br />
{{clr|3|2H}} also has the highest untech time of any of Eustace's normals and is not proximity-dependent, making it great in juggles. In this case, it's commonly used to set up a {{clr|3|623H}} combo ender when Eustace's opponent is too far for him to get {{clr|3|c.H}}, or to set up an extremely tricky meaty Assault Knife extension.<br />
<br />
{{clr|3|2HH}} is highly active and can be used to beat out anti-air bait divekicks even if you whiff {{clr|3|2H}}. However, it is not any safer on block unless you have a {{clr|3|623H}} set up, and in fact locks Eustace out of special cancels that make the move actually safe on block. It does leave him at a slight advantage if it sets off a grenade, however.<br />
}}<br />
<br />
===<big>{{clr|4|2U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=2U<br />
|description=<br />
Eustace's sweep; {{clr|U|2U}} is significantly slower than most other sweeps, but has increased range to compensate for it. It's also technically Eustace's longest normal, and it can be used as a low poke to catch people walking back or attempting to 6G through his fireballs, and very occasionally in niche combos where he's too far for any other normal to reach in time.<br />
<br />
{{clr|U|2U}} gives very stable okizeme when used to end juggles, as he can cancel into 4G and hold 9 for a safejump. As a starter, however, it's not great, as it launches opponents too low for Eustace to get much out of it. At closer ranges, he can confirm into {{clr|2|214M}} or SBA, but the further out your opponent is the less likely this is to work. Often if this hits you're better off just taking the okizeme.<br />
}}<br />
<br />
===Dash Normals===<br />
===<big>{{clr|1|66L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66L<br />
|description=Confirms into {{clr|1|f.L}} on hit, {{clr|2|2M}} on crouching hit. {{clr|2|2M}} grants additional range for the confirm, but will also not always be in range. Confirms from everywhere with {{clr|2|5M}} on counter hit. Can also hit meaty if done from farther away, allowing it to be up to +4 on regular block.<br />
}}<br />
<br />
===<big>{{clr|2|66M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66M<br />
|description=<br />
}}<br />
<br />
===<big>{{clr|3|66H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=66H<br />
|description=<br />
}}<br />
<br />
===Air Normals===<br />
===<big>{{clr|1|j.L}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.L<br />
|description=<br />
*Active until landing<br />
Classical Granblue™️ {{clr|1|j.L}}. Eustace's only crossup button and his fastest, making it useful in rare air clashes. Just like other {{clr|1|j.L}}s, it can also be used to preempt reactive air throws.<br />
}}<br />
<br />
===<big>{{clr|2|j.M}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.M<br />
|description=<br />
{{clr|2|j.M}} horizontally reaches the farthest out of Eustace's air buttons, making it his best air-to-air. It can also be used as a jump-in against further opponents, but the hitbox is pretty high up, meaning Eustace has to press pretty late for it to actually connect.<br />
}}<br />
<br />
===<big>{{clr|3|j.H}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.H<br />
|description=<br />
Safejump button and the preferred jump-in when in range to use it. Poor horizontal range compared to {{clr|2|j.M}}, but a much better hitbox for jump-ins.<br />
}}<br />
<br />
===<big>{{clr|4|j.U}}</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.U<br />
|description=<br />
* After Eustace fires the shot, he is bounced up and backwards, and cannot act until landing. <br />
* Completely stalls air momentum before the shot.<br />
* Can set off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
Can be used to bait anti-airs, but gives no reward. Trickier to land than other AA bait j.Us and not safe on block, but looks very funny<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Unique Action==<br />
===<big>Stay Tonight</big>===<br />
{{InputBadge|{{clr|4|5U}}}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=5U,5UU<br />
|versioned=input<br />
|description=<br />
* Follow-up sets off H Rat Race grenade, but the first hit does not. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
Eustace steps forward and strikes with the barrel of the Flamek Thunder. Pressing Unique Action again shoots the Thunder. The follow-up shot can be charged to delay the attack and increase damage, and the second shot will also set off a Rat Race+ grenade.<br />
<br />
Useful for frame traps and closing distance, with {{clr|4|5UU}} being safe on block due to pushback. {{clr|4|5UU}} doesn't knock down but forces your opponent in an auto-tech quite close to you, so you can run up and continue your offense on hit. On block, {{clr|4|5UU}} can be delayed for a frame trap, or cancelled into immediately for a safe, true blockstring. Once he has his opponent respecting the frametrap, Eustace can omit {{clr|4|5UU}} as a pressure ender and instead run up and throw them.<br />
<br />
{{clr|4|5U[U]}} launches and can be linked into {{clr|1|f.L}}. This is a rare starter, but {{clr|4|5U}} combos into {{clr|4|5U[U]}} on CH, making it a powerful frame trap.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=LU<br />
|description=<br />
* Forward Throw can set off the grenade from H Rat Race, allowing for a combo. Eustace will have 18 frames to continue a juggle if this sets off a grenade.<br />
**+31 on hit without grenade, +71 with<br />
* Back Throw will also set off the grenade but puts the opponent in an unjugglable state, only tacking on a little extra damage.<br />
**+27 on hit without grenade, +65 with<br />
With grenades, forward throw can be converted into a full combo midscreen with {{clr|3|[4]6H}} > 66 > {{clr|3|f.H}}, or straight into either of Eustace's supers. In corner, it's much more flexible, requiring no additional cooldowns to be used for an extended juggle.<br />
<br />
Without grenade set, Eustace's throws are fairly standard.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=j.LU<br />
|description=<br />
* Sets off the grenade from H Rat Race.<br />
** Eustace will have 15 frames to continue a juggle if this triggers a grenade.<br />
Anti-air that's immune to air stalling, but useful otherwise as Eustace's {{clr|3|2H}} isn't winning any awards. If your opponent somehow has a grenade stuck to them as you land this, you can follow it up with a combo using {{clr|3|f.H}} or any of Eustace's fireballs midscreen, and {{clr|3|c.H}} in corner.<br />
}}<br />
<br />
===<big>Raging Strike</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guard Crush when hitting an opponent's block, launches on hit.<br />
*Won't Guard Crush when connecting with an opponent already in blockstun.<br />
}}<br />
<br />
===<big>Raging Chain</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=6MH<br />
|description=<br />
*Requires 25% meter.<br />
*Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.<br />
}}<br />
<br />
===<big>Brave Counter</big>===<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=BC<br />
|description=<br />
*Requires 50% meter and a Bravery Point<br />
*Requires to be in blockstun.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Slow Kill</big>===<br />
{{Micon|2}} {{InputBadge|[2]8X (Chargable)}} or {{InputBadge|5S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=[2]8L,[2]8M,[2]8H,[2]8[L],[2]8[M],[2]8[H]<br />
|versioned=input<br />
|description=<br />
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
* Can be charged for an extra hit and more damage.<br />
* Eustace is in CH state during recovery.<br />
Eustace aims his gun downward and ricochets a shot off of the ground. One of Eustace's myriad ways to extend his pressure, as all three versions of [2]8[X] grant great frame advantage if blocked. Although it's not too difficult to react to it due to its unique animation, Eustace can release the projectile early in the charge for to bait a mash out. <br />
<br />
In neutral Slow Kill is generally much slower to reach enemies than Flamek Thunder, which allows Eustace to mix up his projectile timings against opponents attempting to use dodges or particularly cross-overs to bypass his zoning, as the projectile also beats the low profile that comes with 6G. It can also potentially catch jumps, though it's not as reliable as air throwing or {{clr|4|2H}} in any regard. The projectile's unique trajectory will often allow shots outside of point blank to be plus on block or hit, and if the Eustace player recognises this, they can take the opportunity to close the distance and start pressure.<br />
}}<br />
<br />
===<big>Flamek Thunder</big>===<br />
{{Micon|2}} {{InputBadge|[4]6X (Chargable)}} or {{InputBadge|6S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=[4]6L,[4]6M,[4]6H<br />
|versioned=input<br />
|description=<br />
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
A faster-than average fireball in both startup and velocity. Both {{clr|1|[4]6L}} and {{clr|2|[4]6M}} are very spammable and good at winning fireball wars, but are both very unsafe on block. {{clr|3|[4]6H}}, on the other hand, grants some frame advantage, and can be used to extend combos and pressure. Both {{clr|1|[4]6L}} and {{clr|3|[4]6H}} will combo from literally any normal.<br />
<br />
Eustace's low stance during this attack can allow him to low profile higher-hitting fireballs, such as Avatar Belial's {{clr|4|5U}} and Metera's Starry Sky (High).<br />
}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=[4]6[L],[4]6[M],[4]6[H]<br />
|versioned=input<br />
|description=<br />
* Sets off H Rat Race grenade. Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
[4]6[X] is effectively a laser. All versions will pierce through and destroy other projectiles to hit the opponent, though multi-hit projectiles won't be completely destroyed even by {{clr|3|[4]6[H]}}. {{clr|L|[4]6[L]}} is much safer on block than its uncharged counterpart, {{clr|2|[4]6[M]}} will grant a soft knockdown on hit, and {{clr|3|[4]6[H]}} grants a hard knockdown and wallbounces.<br />
<br />
{{clr|3|[4]6[H]}} can be held to further throw off opponent's dodge/cross-over attempts.<br />
}}<br />
<br />
===<big>Close Combat</big>===<br />
{{Micon|6}} {{InputBadge|214X}} or {{InputBadge|4S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214L,214M,214H<br />
|versioned=input<br />
|description=<br />
*{{clr|1|214L}} is cancellable into followups from frame 9<br />
*{{clr|3|214H}} is cancellable into followups from frame 5<br />
Eustace's command dash.<br />
<br />
{{clr|1|214L}} only moves and can be cancelled into 5 follow-up actions (see below). It can be used to fake out a {{clr|2|214M}} frametrap and go for pressure extensions or a throw, or in neutral to advance with immediate access to Close Combat follow-ups.<br />
<br />
{{clr|2|214M}} ends in a knife attack and then allows follow-ups, apart from Brake. Startup varies based on distance travelled. {{clr|2|214M}} is Eustace's main combo tool from {{clr|2|M}} buttons and allows him to get a decent knockdown with Takedown, or extend combos with Stunlight.<br />
<br />
{{clr|3|214H}} can be cancelled before or after the knife strike, but Brake must be used before the strike. Startup varies based on distance travelled. Generally you'll want to avoid using this as having Close Combat on cooldown neuters Eustace's pressure and combo routes, but it has use in max damage combos if you need to end a round.<br />
}}<br />
<br />
===<big>Close Combat Followups</big>===<br />
{{InputBadge|Close Combat > X}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214X > L,214X > M,214X > H,214X > U,214X > G<br />
|versioned=input<br />
|description=<br />
*Values in [] indicate advantage when {{clr|3|623H}} is triggered.<br />
*Values in () indicate frame data when each followup is used from {{clr|3|214H}} specifically.<br />
----<br />
;Stunlight<br />
Eustace stops in place and fires a quick flash. Useful for ending pressure in a frame trap, and combos on crouching CH (or standing CH if you somehow manage to get it from {{clr|1|214L}}). During a juggle {{clr|3|214H}}~{{clr|3|L}} is also very useful for combo extensions. Is very advantageous if it sets off a {{clr|3|623H}} set, so feel free to continue pressure if that happens. Using this follow-up from {{clr|3|214H}} grants slightly more advantage than the normal versions.<br />
----<br />
;Takedown<br />
A low slide. Leaves Eustace very vulnerable but travels far. As it hits low, it can be used to catch opponents off-guard in neutral and is generally a better combo ender than 214X~{{clr|3|H}} for oki.<br />
----<br />
;Assault Knife<br />
Eustace's anti-air attack. Invulnerable on startup but like the DPs it emulates, it is only air unblockable if used from {{clr|3|214H}}. Highest damaging combo ender from {{clr|2|214M}} and {{clr|3|214H}}, and if used from {{clr|3|214H}}, grants a combo extension in the corner on opponents juggled high enough. Slightly less disadvantageous on block if used from {{clr|3|214H}}, but only if the opponent stand blocks.<br />
----<br />
;Spreadshot<br />
Eustace hops backward and shoots downward. Has some invuln. The attack is slow, but can be used to create distance. Slightly advantageous on block but puts Eustace too far to take advantage of it. Likely the lowest commitment of all follow-ups, but if overused, your opponent can air throw you on prediction. If it sets off a {{clr|3|623H}} set, it's advantageous enough for you to continue pressure, or even pick up for a combo if it hits.<br />
----<br />
;Brake<br />
By pressing G, Eustace will stop the dash. This has to be done before the strike of the {{clr|3|H}} version and is unavailable from the {{clr|2|M}} version. To guarantee an empty 214X, use {{clr|1|214L}} instead.<br />
}}<br />
<br />
===<big>Rat Race</big>===<br />
{{Micon|3}} {{InputBadge|623X}} or {{InputBadge|2S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623L,623M,623H<br />
|versioned=input<br />
|description=<br />
Eustace tosses a grenade. The grenade has different properties depending on what version is used, with the H version sticking to the opponent. Mostly useful as a setplay tool, but can see some use in neutral to control space.<br />
----<br />
;{{clr|1|623L}}<br />
* Explodes on impact with your opponent or the ground.<br />
In neutral it has potential use as a slower projectile to call out people attempting to dodge or cross-over your other fireballs.<br />
<br />
Can also be used as a potential fakeout for people expecting {{clr|2|623M}} in pressure. The typical response to M Rat Race is to dodge on reaction, but {{clr|1|623L}} is slow enough that it will CH such attempts and allow Eustace to combo.<br />
----<br />
;{{clr|2|623M}}<br />
* Hits once, then explodes.<br />
** If it does not connect to its opponent before touching the ground, it will ground bounce before exploding.<br />
* +4 if you dodge after {{clr|2|623M}}(1) is blocked and they block {{clr|2|623M}}(2)<br />
<br />
Goes the furthest out of all three versions, and can catch cross-over from near fullscreen. Certainly the most useful version in neutral, owing to its high advantage if the second hit is blocked and its long range.<br />
<br />
In pressure or oki, it can be useful to bait your opponent into doing something, and Eustace is always plus if they block the second hit. As an oki tool, it's usable from pretty far, so what they'll do depends on how far away you are when you set it. When they're close, you want to look out for mashing or reversals, and from afar, keep jumps in mind.<br />
----<br />
;{{clr|3|623H}}<br />
* Sticks to the enemy on impact.<br />
* Can be set off by Eustace's projectile attacks.<br />
Amazing move. Frame traps from full autocombo and H normals while granting advantage on block, and if you open them up while they've a grenade stuck to them, they eat brutal amounts of damage from anywhere on screen. Allows full conversions from UOH, forward throw, air throw, any far normal, any close normal. Can only be combo'd into with {{clr|3|c.H}} on standers and {{clr|3|2H}} or full autocombo on crouchers.<br />
<br />
{{clr|3|623H}} as a juggle ender leaves Eustace's opponent in a HKD state with a grenade on them. Compared to using it in blockstrings or as okizeme, this guarantees a set, but locks him out of using it as a frame trap or reset.<br />
<br />
Although this can be a frame trap and a pressure reset, dodging on reaction to the EX flash will leave Eustace minus in many cases. To avoid being predictable and strain his opponent's mental stack further, Eustace will want to sneak in grenades from blockstrings that it won't frame trap from.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Ultimate Skills==<br />
===<big>Ultimate Slow Kill</big>===<br />
{{Micon|2}} {{InputBadge|[2]8U (Chargable)}} or {{InputBadge|5S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=[2]8U<br />
|versioned=input<br />
|description=<br />
Eustace fires a pair of shots out similar to {{clr|3|[2]8H}}, then follows up with a sharper angle shot that bounces from the ceiling for a hard knockdown. <br />
<br />
This move is very effective in neutral, where it catches most options from fullscreen and can allow for a juggle on close or high hits.<br />
}}<br />
<br />
===<big>Ultimate Flamek Thunder</big>===<br />
{{Micon|2}} {{InputBadge|[4]6U (Chargable)}} or {{InputBadge|6S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=[4]6U<br />
|versioned=input<br />
|description=<br />
Eustace fires two fast shots before a final powerful and piercing shot, causing a hard knockdown. Wallbounces on hit, allowing for a further juggle.<br />
<br />
Ideal for winning fireball wars in the mid-range where it overpowers and pierces most projectiles or crushes whiffed normals. Functions as a strong confirm at the corner to lead reliably into a wallbounce to set up a combo. <br />
}}<br />
<br />
===<big>Ultimate Assault Knife</big>===<br />
{{Micon|6}} {{InputBadge|214U}} or {{InputBadge|4S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=214U<br />
|versioned=input<br />
|description=<br />
*Does not refund meter when performed from neutral.<br />
Eustace travels a short distance before striking upwards, finishing with a spread shot for a hard knockdown that leaves the opponent about halfscreen.<br />
<br />
Eustace's Ultimate reversal, and his only invincible reversal outside of Skybound Arts. Works as an ender to setup a hard knockdown. Due to its thin hitbox and the intial dash on startup, can partially connect or completely whiff on certain juggles or anti-airs.<br />
}}<br />
<br />
===<big>Ultimate Rat Race</big>===<br />
{{Micon|3}} {{InputBadge|623U}} or {{InputBadge|2S+U}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=623U<br />
|versioned=input<br />
|description=<br />
Eustace tosses upwards a grenade that falls to the ground and explodes after a set time. The explosion can be triggered early by hitting the grenade with normals that fire his gun (such as {{clr|3|f.HH}}) or his projectiles. <br />
<br />
Upon explosion, the grenade explodes with multiple hits, locking an opponent in blockstun or allowing for a combo on hit. <br />
<br />
Mainly used as a safe setplay option, setting up the grenade and mixing the opponent to score a hit, such as a low/high with c.XX{{clr|2|6M}}/{{clr|3|6H}}. Even if the attack is blocked you maintain your plus frames.<br />
}}<br />
<br />
==Skybound Art==<br />
===<big>Acidrage Howl</big>===<br />
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236H<br />
|description=<br />
Eustace rushes forward with invulnerability. On hit or block, he unleashes a flurry of shots. Very good range, gets the full animation no matter the distance, like Lancelot and Yuel's SBAs.<br />
<br />
In neutral this can be used on reaction to punish committal moves, and it's great in combos despite its low minimum damage. However, its variable startup can make this tricky to land as a combo ender at times, and you might want to use his SSBA instead if you have the option.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Super Skybound Art==<br />
===<big>Dead End Fall</big>===<br />
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236SU}}<br />
{{GBVSR Move Card|game=GBVSR<br />
|input=236236U<br />
|description=<br />
Eustace scorches the heavens with Flamek Thunder. The shot fires upward, so it will miss grounded opponents if they're far enough away from Eustace. Best used against airborne opponents or in short range combos.<br />
Note that only the first hit of the super is air unblockable.<br />
<br />
If Eustace's SSBA does not connect with its full animation, it will do near-identical damage to his SBA while also having much worse okizeme. With this in mind you might want to substitute this move with his SBA in combos, depending on the situation.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GBVSRColors|Size=120|Character=Eustace}}<br />
{{GBVSRweapons|Size=120|Character=Eustace}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Eustace|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{GBVSR/Navigation}}<br />
<br />
[[category:GBVSR Characters|Eustace]]</div>JC