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* | Fast and hits crouching. Being -2 on Block means that it's useful for tick throwing, primarily when used with {{clr|M|4M}}. | ||
* Drops juggles instantly. | |||
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|A|5AA}}, {{clr|B|5B}}, {{clr|B|2B}}, Skills, MP Skills | [[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|A|5AA}}, {{clr|B|5B}}, {{clr|B|2B}}, Skills, MP Skills |
Revision as of 04:44, 3 July 2022
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Grappler Grappler is classified as a Grabs type. He is a beginner-friendly character that is specialized in close-range grab moves, characterized by the ability to change move effects by charging them.
- Devastating Damage: Grappler's combo routes, even without using MP moves, deal incredibly high damage, potentially killing in as quickly as two combos.
- Blockstring Mixups: With access to variable charge timing on Specials and MP moves, Grappler can reset pressure with plus on block moves or go into tick-throw attempts with his various highly rewarding command grabs.
- Armored Attacks: Grappler has access to Super Armor moves to push through single-hit attacks and punish the opponent, forcing them to reconsider their gameplan.
- Whiff Punishing: Grappler's command grabs and counter can hit any extended hurtboxes, effectively closing the distance between mid to longer range opponents relying on large normals to keep him out.
- Stubby: Grappler's short range and lack of approach tools forces him to rely on predictable options to get in. As such, he greatly struggles against zoner playstyles.
- Exploitable Defense: With his only reversal being a Counter attack, it carries greater risk than traditional reversals in being susceptible to grabs, lows, and projectiles.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Reduces White Damage received when guarding by 80%.
Normal Moves
5A
Fast and hits crouching. Being -2 on Block means that it's useful for tick throwing, primarily when used with 4M.
- Drops juggles instantly.
Cancel Options: 5AA, 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 | 40 | 1 | 1 |
5AA
Hits low for a convenient mixup with 214M.
Cancel Options: 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -1 | 60 | 1 | 2 |
5B
- Placeholder
Cancel Options: 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | +1 | 80 | 3 | 2 |
2A
- Placeholder
Cancel Options: 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | +1 | 40 | 1 | 1 |
2B
- Placeholder
Cancel Options: Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | Launch | 80 | 3 | 2 |
j.A
- Air-to-air.
Cancel Options: j.B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | - | 40 | 1 | 1 |
j.B
- Air-to-ground.
Cancel Options: Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | - | 80 | 3 | 2 |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) |
Guard Cancel
Grappler's guard cancel, sharing an animation with his 2S, is unfortunately the stubbiest guard cancel in the game. Use only when the opponent is point blank or it may whiff completely.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +14 (HKD) | 0 | 3 |
Special Moves
Low Fling
Command grab.
- Launches for a small air combo, or a big one when charged.
- Can be comboed into.
- Charged version lunges forward and has 3 hits of armor. Loses to lows and throws.
- Unlike 214M, does not whiff on any crouching opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
30% |
High Kick
Anti-air kick and combo tool.
- Launches standing opponents.
- Charged version lunges forward and has 3 hits of armor. Loses to lows and throws
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
Neck Snap
- Pulls the opponent closer on hit rather than pushing them away
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 90% | +8 |
Air Steiner
Grappler does a flying kick upwards. On hit, he will take the opponent to the ground with the power of his legs.
- Anti-air hitgrab kick, switches sides.
- Can hit opponents on the ground.
- On successful grab, can combo into Awakening Skill.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%, 80% |
Slam Kick
Very powerful jump in attack. With the appropriate timing, this move gives Grappler a high/low mixup on jump-in between uncharged (overhead) and charged (lands before move comes out).
- Charged version increases hitbox size to hit behind Grappler as well, allowing it to crossup
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
MP Special Moves
Magnumsault
Grappler leaps into the air then comes straight down with a stomp. Hold forward after the move input to go farther. Use it in neutral to call out low pokes when enemies try to predict your 236[M].
- Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." for a combo extension.
- Charged version launches the opponent higher
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%, 70% |
Seismic Crash
Grappler enters a parry stance. If hit during the stance, he will grab the opponent and people's elbow them.
- Effect will vacuum the opponent from anywhere on the screen as long as Grappler gets hit.
- Cannot parry projectile property attacks.
- Vulnerable to grabs and lows
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90% |
Shoulder Tackle
Forward advancing armored tackle. Charged version causes wallbounce on counterhit, allowing a pickup with 5[M] for a full combo anywhere on screen.
- Charged version travels further and has 3 hits of armor. Loses to lows.
- Has projectile immunity on both charged and uncharged versions.
- Frame data on block varies depending on how deep the move hits, with deeper hits being less advantaged and even punishable.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 80% |
Break Down
Command grab.
- Whiffs on certain small crouching opponents, such as Enchantress.
- Air version hits ground opponents.
- Ground and air versions have mostly different animations on successful throw.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 60% | ||||
j.M | 60% |
Awakening Moves
Sole Bearer: Quaking Tiger
A command grab super that draws opponents closer.
- Holding AS will cause Grappler to pull the opponent towards him from anywhere on the screen. Releasing it will activate the move.
- Can connect against airborne opponents
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •