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* '''Safe Air-to-Ground''': All of Launcher's air attacks have excellent range and can stall her momentum, making it easy to bait and punish anti-air attacks. Her {{clr|B|j.B}} is one of the safest jump-in approaches in the game. | * '''Safe Air-to-Ground''': All of Launcher's air attacks have excellent range and can stall her momentum, making it easy to bait and punish anti-air attacks. Her {{clr|B|j.B}} is one of the safest jump-in approaches in the game. | ||
| cons = | | cons = | ||
* '''Weak Defenses''': Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range reversal, it can be difficult for her to get opponents away once they are in. | * '''Weak Defenses''': Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range invincible reversal, it can be difficult for her to get opponents away once they are in. | ||
* '''Unrewarding Air-to-Air''': Launcher's best air-to-air attack is {{clr|A|j.A}}, which offers almost no combo potential, and only chip damage setups. Her other options, similarly, do not combo. | * '''Unrewarding Air-to-Air''': Launcher's best air-to-air attack is {{clr|A|j.A}}, which offers almost no combo potential, and only chip damage setups. Her other options, similarly, do not combo. | ||
| difficulty_rating = ? | | difficulty_rating = ? | ||
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Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range {{clr|1|5AA}}. Combos into her super and her {{clr|4|623M}}, but doing so gives up the knockdown. | Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range {{clr|1|5AA}}. Combos into her super and her {{clr|4|623M}}, but doing so gives up the knockdown. | ||
After this move connects, Launcher can opt for one of two setups. She can set up {{clr|2|2B}} for a basic meaty, or use {{clr|4|j.M}} > {{clr|3|j.S}}. Grenade is typically | After this move connects, Launcher can opt for one of two setups. She can set up {{clr|2|2B}} for a basic meaty, or use {{clr|4|j.M}} > {{clr|3|j.S}}. Grenade is typically safe against invincible reversals, but the missile usually deals more chip. | ||
* Gives a hard knockdown on hit. | * Gives a hard knockdown on hit. | ||
* Always punishable on block. | * Always punishable on block. | ||
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|input=623M,2M | |input=623M,2M | ||
|description= | |description= | ||
Extremely short range hitgrab style reversal | Extremely short range hitgrab style invincible reversal | ||
* Placeholder | * Placeholder | ||
}} | }} |
Revision as of 02:41, 4 July 2022
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An Empyrean soldier who annihilates targets with high-tech weapons. She uses long-range attacks that have varying trajectories, eradicating her opponents without allowing them to approach.
Launcher Launcher is classified as a Ranged type. She has a variety of ranged and multi-hit attacks. She can pressure opponents by using moves with delayed hits.
- Oppressive Zoning: Thanks to her very large normals and wide array of various different types of projectiles, Launcher excels at pressuring opponents from afar and keeping them out.
- Chip Damage: Notably increased during Awakening, Launcher's pressure sequences deal a very large amount of White Damage. With access to potent Guard Break sequences, she can convert her chip damage into a practical touch of death A single combo that will defeat the opponent even from full health. combo.
- Safe Air-to-Ground: All of Launcher's air attacks have excellent range and can stall her momentum, making it easy to bait and punish anti-air attacks. Her j.B is one of the safest jump-in approaches in the game.
- Weak Defenses: Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range invincible reversal, it can be difficult for her to get opponents away once they are in.
- Unrewarding Air-to-Air: Launcher's best air-to-air attack is j.A, which offers almost no combo potential, and only chip damage setups. Her other options, similarly, do not combo.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Doubles amount of White Damage inflicted when an attack is guarded against.Normal Moves
5A
Gigantic 10f button. Hits low to the ground which makes it generally weak to jumping. This is the cornerstone of Launcher pressure as it has the most cancel options out of any of her normals. It also has good frame advantage, allowing her to steal turns with proper conditioning.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -2 | 20 |
5AA
5A‘S partner in crime. The whiffcancel makes 5A scary to attempt a whiff punish on. Being 2 hits, it provides just enough time to hitconfirm into 4S or extended pressure on block.
- Gatlings from 5A on hit, block, and whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%, 75% | -2 | 20,20 |
5B
Launcher pulls out a flamethrower that reaches a little over half the screen’s length. Knocks down on hit but otherwise doesn’t lead to much, unlike most 5Bs. Useful mostly as a stop sign in neutral as it’s long active frames control a large portion of the screen. However at -13 and giving enough white life for the opponent to use conversion, makes this move risky to use in certain matchups.
- Can be held to extend active frames.
- Considered a projectile.
- Flames have a hurtbox.
- Does not have any Gatling routes.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x5, 70% ~ 90%x13, 70% | 15~42 |
2A
Much worse as a pressure tool than 5A thanks to no whiff cancel or 5AA gatling option.
- One of Launcher's two lows
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | 0 | 20 |
2B
Unorthodox 2B, Launcher throws out a grenade that explodes on contact with the opponent or after a certain amount of time. This move is Launcher’s lifeline. Her opponent must respect it at all times once it’s out and it can also be plus around max 5AA range. Long animation time means it's still risky to throw out at neutral however.
- Persists if Launcher is hit.
- Explodes after ? frames or on contact with the opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 50 |
j.A
- Stops Launcher’s momentum and bounces her up and backwards on use.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 20 |
j.B
Very slow and very active air button. Cranks the guard bar and deals a good amount of chip.
- Active until landing.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%xN | -2~+12 | 105 max |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+6) |
Guard Cancel
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +6 |
Special Moves
Steyr AMR
Launcher’s most straight-forward projectile and a core part of her combos. Confirm into this when comboing into her MS Skills. Fires forwards in a straight line and explodes on contact. At longer distances, 5S won’t combo from 5AA but will be plus on block.
- Knocks down on hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
FM-31 Grenade Launcher
Not a great reactionary anti-air, but a strong pre-emptive one. Very useful for stopping jumps after opponents block 5AA. The projectile travels upwards at a 45 degree angle and explodes on contact with the opponent only.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
Cannon Ball
Counterpart to 5S. 6S travels faster and has a higher hitbox.
- Whiffs against most crouching opponents, except for Hitman, Crusader, Lost Warrior, and sometimes Vanguard (timing dependant).
Avoid chart | |||
---|---|---|---|
Character | Crouch | Run | Note |
Berserker | ✅ | ✅ | |
Vanguard | ✅ | ❌ | Must time crouch |
Striker | ✅ | ✅ | |
Grappler | ✅ | ❌ | |
Ranger | ✅ | ❌ | |
Launcher | ✅ | ❌ | |
Inquisitor | ✅ | ❌ | |
Crusader | ❌ | ❌ | |
Swift Master | ✅ | ❌ | |
Enchantress | ✅ | ✅ | |
Kunoichi | ✅ | ✅ | |
Ghostblade | ✅ | ❌ | Must hold 1 to crouch under |
Hitman | ❌ | ❌ | |
Troubleshooter | ✅ | ❌ | |
Dragon Knight | ✅ | ✅ | |
Lost Warrior | ❌ | ❌ |
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
Spriggan
Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range 5AA. Combos into her super and her 623M, but doing so gives up the knockdown.
After this move connects, Launcher can opt for one of two setups. She can set up 2B for a basic meaty, or use j.M > j.S. Grenade is typically safe against invincible reversals, but the missile usually deals more chip.
- Gives a hard knockdown on hit.
- Always punishable on block.
- One of Launcher's two lows
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 1%x6, 50% | 50 |
Laser Rifle
Mostly a chip tool. Not very useful in combos as it doesn’t knock down grounded opponents and doesn’t lead to anything with Conversion.
- Freezes Launcher’s air momentum.
- Leaves standing on hit, but has a ton of hitstun.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x9 | 90 |
MP Special Moves
Charge Laser Rifle
Fullscreen laser beam. More of a matchup-specific tool as it’s great at stopping opponents from trying things fullscreen and not much else. It can also tack on a little extra damage after a stray projectile hit close to full screen, but only do so to get rid of white health.
- Leaves standing on ground hit.
- Applies a soft knockdown on air hit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | -3 | 1 |
BBQ
Extremely short range hitgrab style invincible reversal
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%, 100%, 50% | 30 |
- reversal
X-1 Extruder
Launcher’s main mana combo extender. The fireball is massive and multi hitting, making it very hard to do anything but block it. On hit, there is no reason not to combo into 6S as it always provides more damage and gives a very similar knockdown.
- Pushes opponents fullscreen on hit and on block.
- Applies a soft knockdown on hit.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90% | 140 |
FM-92 mk2 Lancer
- Placeholder
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90% | 160 max |
Quantum Bomb
Launcher places a target on the ground at the opponent's location. after a delay, a missile will descend towards the target and explode on impact. On block, it deal a large amount of guard gauge damage.
- The projectile remains active even if Launcher is hit.
- With conversion cancel, multiple Quantum Bombs can be active simultaneously, unlike grenades.
- Trades in Launcher's favor if the opponent chooses to Guard Cancel
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | 4 |
Awakening Moves
Ancient Trigger
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | 40 |
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 •