Overview
Launcher is a ranged pressure character with many linear, slow-traveling projectiles.
While her combo damage is mediocre, Launcher can stack on white health damage that she can potentially strip away with one well timed MP Skill. Due to the game's Dodge system mechanic allowing opponents to circumvent Launcher's majority projectile-property attacks with ease, Launcher's true offense lies in attempting to frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. at specific ranges once she has pushed the opponent close enough to the corner. By spacing herself out just beyond halfscreen with the opponent's back to the wall, Launcher can intercept an opponent trying to contest the inherent gaps in her chains but still be close enough to confirm into her combos.
On defense, Launcher struggles against the majority of the cast due to a grounded, linear arsenal and her stumpy 2M reversal. Launcher has some difficulty contesting jump-ins as her anti airs have poor angles of attack. Thankfully, Launcher's air-to-air game is formidable, both j.A and j.S are above average at intercepting airborne opponents.
![]() |
Health |
950 |
Guard Gauge |
1150 |
MP Regen Rate |
12 /second |
Prejump |
4F |
Backdash |
26 (1-16 airborne) |
Fastest Attack |
2A (7F) |
Reversals |
BBQ 623M (18F) |
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.
- Corner Carry: Her most universal tool, Extruder
Guard:
AllStartup:
30Recovery:
39Advantage:
+28 pushes the opponent back an extreme distance on hit or block with Launcher able to give chase. - Chip Damage: During Awakening, Launcher's MP Skills can build up White Life quickly. With access to Guard Break sequences in the corner, she can convert her chip damage into a touch of deathA single combo that will defeat the opponent even from full health. combo.
- Safe Air-to-Ground: j.S is one of Launcher's most effective space control tools when there is some room to breathe, and stuns for long enough that Launcher can land from a moderate height and combo with 2A.
- Finally a Zoner: Launcher's freedom to whiff cancel 2B into Skills and chain 5B into MP Skills gives Launcher the means to push out and keep opponents on their toes, daring them to move. With varied timing, layered whiff-canceled attacks and a defensive setup of grenades, Launcher can often snag an opponent with a delayed explosion and confirm into a formidable combo.
- High Cost, Low Opportunity: Despite chip damage being her touted gimmick, Launcher needs to spend exorbitant amounts of MP to build up notable white life, and can rarely open up opponents to capitalize on it.
- Blind Spots: Launcher has few answers to airborne enemies. She lacks moves capable of targeting the space directly below her when airborne, and all air moves stall or slow her fall, making it easier for characters to dash under her or forward jump with little fear.
- Hollow Pressure: Every S and M input after Launcher's 5AA has gaps in blockstun and huge whiff recoveries, leaving many holes to slip through and punish Launcher's slow recovery. Launcher players must pace her attacks properly and avoid autopilot strings.
Unique Mechanics
Normal Moves
5A
Launcher aims at the ground with an awkward low-height hitbox which can be easily jumped. This is the cornerstone of Launcher pressure as it has the most cancel options out of any of her normals. It has good frame advantage, allowing her to stagger multiple shots to get optimal spacing and steal turns with proper conditioning, and then lead into 5AA to space the opponent out to begin her explosive setups.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -2 | 20 |
5AA
5A‘S twosome followup with great space coverage. Being able to chain from 5A on whiff makes it dangerous to challenge. With two very active shots spaced apart, it provides enough time to hit confirm or extend pressure on block. When at very close distance, 2B and 5S can chain off of 5AA for a true blockstring, but have a gap from beyond grab range. The only true blockstrings after 5AA at any range are 5B and 4S; anything else has unsafe gaps. Launcher needs to anticipate any opponents dodging or challenging whatever comes after 5AA, gain ideal spacing, drop a grenade and delay her shots accordingly.
- Chains from 5A on hit, block, and whiff.
- Hitbox of the final shot hits at nearly the same height as 6S, it can potentially anti-air a distant opponent, but is not much better than 5A up close.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%, 75% | -2 | 20,20 |
5B
Launcher's flamethrower reaches a little further than half the screen's length. Useful to check opponents trying to run in, as well as catch them if they try acting immediately after blocking Steyr or Extruder from fullscreen. A true blockstring from 5AA. Despite the long active frames, the total duration of the flames is a scant few frames shorter than the 30F projectile invulnerability of Dodge, an opponent can Dodge right into the flames and punish Launcher if her attack fell short.
- Can be held to extend active frames.
- Considered a Projectile.
- Has a massive disjoint, leaves a deadzone directly in front of Launcher.
- Chains into all S moves on hit or block. None offer a true blockstring, but Flamethrower combos into Charge Laser at any distance.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x5, 70% ~ 90%x13, 70% | 15~42 |
2A
A fast low poke that combos into 5A, giving Launcher a means to check someone moving and confirm into a solid, albeit very prorated combo.
- One of Launcher's two lows
- Hitbox is exceptionally low to the ground, whiffing under anyone even a single frame's jump into the air, as well as some other characters' low crush moves.
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 as soon as it is out. With the ability to whiff cancel it immediately after the projectile becomes active, Launcher can almost always safely set up a defensive line in front of her before she leads into firing off one of her Skills.
After a 4S knockdown in the corner, Launcher's default position will cause the grenade to land just outside the stage, serving as a delayed threat. However, if Launcher microwalks backwards before deploying the grenade, it will instead detonate on the opponent's wakeup, assuming they do not Dodge on wakeup to avoid it.
- Persists if Launcher is hit.
- Explodes after 90 frames or on contact with the opponent.
- A combined explosive force of 2B and 2S can launch and/or juggle the opponent at point blank, opening up many high damage combo opportunities.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 50 |
j.A
- Bounces Launcher backwards on Frame 6, instantly changing her momentum.
- The hitbox will whiff over most crouching opponents at close range, but can connect with the tip of the muzzle flash.
- Chains into j.S allowing for possible follow-ups on grounded opponents, but leads to no further combos on airborne opponents.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 20 |
j.B
Very slow and very active air button that can cut off half a block of guard meter. With ideal spacing so that she hits on the way down, Launcher can somewhat reliably maintain advantage on block and combo if she follows up on the ground with 2A.
- Frame Advantage varies due to projectiles hitting at an inconsistent rate between two to five frames apart.
- Massive disjoint at the end of M-137's barrel, leaving a huge deadzone between Launcher and her projectiles, and even with the projectiles and the ground.
- No benefit from a counter hit if it happens too early.
- Applies a faint backwards inertia on Launcher, slowing her forward jump, slightly pushing her back on a neutral jump, and making her cover more ground on a backwards jump.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%xN | -2~+12 | 105 max |
Universal Mechanics
Throw
A+B
- Launcher is +6 after a successful throw.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+6) |
Guard Cancel
6B+S
Using the same hitboxes as 4SGuard:
LowStartup:
18Recovery:
25Advantage:
-17's slide, Launcher's Guard Cancel has good horizontal range, but suffers from the same lack of vertical range.
- A successful Guard Cancel places the opponent at the tip of Launcher's 5A
Guard:
AllStartup:
10Recovery:
18Advantage:
-3, allowing for an immediate poke. - Leaves Launcher point blank with the opponent on block compared to many other Guard Cancels, which push the opponent away.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +6 |
Skills
Steyr AMR
5S Is a projectile property attack
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.
- Whiffs at point blank range against crouching Striker, Inquisitor, Swift Master, Enchantress, Kunoichi and Dragon Knight
- Steyr has a dodgeable gap after a blocked 5AA even at point blank.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
FM-31 Grenade Launcher
2S Is a projectile property attack
Not a great reactive anti-air, but a strong pre-emptive one. Very useful for stopping jumps after opponents block 5AA and attempt to jump over Launcher's 2B grenade. A potent duo with Launcher's 2B grenade, both grenades can fortify Launcher's defensive wall, especially against jumpy opponents.
- The projectile travels upwards at a 45 degree angle and only explodes on contact with the opponent.
- Whiffs against crouching Berzerker, Striker, Grappler, Inquisitor, Swift Master , Enchantress, Kunoichi and Dragon Knight
- A combination of 2B & 2S, depending on which hits first, can launch the opponent extremely high or successively juggle them. Both offer many followups.
- Can be jump cancelled, opening up combo options that let Launcher deploy Quantum Bomb and keep the opponent airborne long enough for it to come down on them.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
Cannon Ball
6S Is a projectile property attack
Counterpart to 5S. 6S travels faster and has a higher hitbox. Minor utility in sniping a distant jumping opponent, but is too slow to do so on reaction and will whiff under the apex of a jump. Besides tacking on a slight bit more damage at the end of some combos outside of the corner, Cannon Ball is one of Launcher's least valuable moves.
- Whiffs against most crouching opponents, except for Hitman, Crusader, Lost Warrior, and sometimes Vanguard (timing dependant).
Avoid chart | |||
---|---|---|---|
Character | Crouch | Run | Note |
![]() | ✅ | ✅ | |
![]() | ✅ | ❌ | Must time crouch |
![]() | ✅ | ✅ | |
![]() | ✅ | ❌ | |
![]() | ✅ | ❌ | |
![]() | ✅ | ❌ | |
![]() | ✅ | ❌ | |
![]() | ❌ | ❌ | |
![]() | ✅ | ❌ | |
![]() | ✅ | ✅ | |
![]() | ✅ | ✅ | |
![]() | ✅ | ❌ | Must hold 1 to crouch under |
![]() | ❌ | ❌ | |
![]() | ✅ | ❌ | |
![]() | ✅ | ✅ | |
![]() | ❌ | ❌ |
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | 50 |
Spriggan
4S Low attack. Must be guarded crouching
Inflicts hard knockdown on hit
Launcher performs a slide into a cinematic hitgrab. This is Launcher’s primary combo ender, and chains from 5AA, but can whiff from 5AA's max range. Combos into AS and 623M in exchange for oki and 236M for extensions. Alternatively, j.S can OTG to add a bit more damage without spending resources, also leaving Launcher with better frame advantage and position.
After 4S, Launcher has two setplay options. She can drop 2B for a meaty or delayed explosion, or use j.M > j.S (whiff) > 5A > 5AA > [5B] to lock the opponent down while Quantum Bomb descends upon them. Grenade is a safer free option, but Quantum Bomb can capitalize better on an opponent known to press buttons on wakeup.
- Gives a hard knockdown on hit.
- Always punishable on block.
- One of Launcher's two lows
- The landing recovery can be cancelled into any M move.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%, 1%x6, 50% | 50 |
Laser Rifle
j.S Is a projectile property attack
Can hit a knocked down opponent off the ground
One of Launcher's best tools to control space, both offensively and defensively. Its combo potential is surprisingly strong against grounded opponents, j.S has enough hitstun to land from a moderate height and combo with 2A.
- Freezes Launcher’s air momentum on Frame 14.
- Launcher starts to fall on Frame 42.
- Leaves standing on hit, but has a ton of hitstun.
- Can be used to OTG the opponent for a moderate amount of damage as a free alternative instead of an MP Skill.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x9 | 90 |
MP Skills
Charge Laser Rifle
5M Is a projectile property attack
Fullscreen beam. More of a matchup-specific tool as it can stuff some opponents' fullscreen activity and snipe jumpers with good timing, but is generally too slow to use on reaction to other projectiles. It can tack on extra damage after Cannon Ball in combos away from the corner, but the damage is often not worth the MP nor opportunity cost.
- Leaves standing on ground hit.
- Applies a soft knockdown on air hit.
- Laser applies 60 White Life (120 in Awakening) damage on block.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
-3 | 1 |
BBQ
2M or 623M Temporarily fully invincible
Can hit a knocked down opponent off the ground
An extremely short range hitgrab style invincible reversal.
- Functions as an OTG after 4S, but costs MP and gives up Oki. If erasing white life is not a factor, Launcher can instead substitute j.S as an OTG finisher for free.
- Early frames do not cover the space directly above or behind Launcher, making her helpless against most jump-in crossups.
- Despite her height, the narrow hitbox is very easily baited, jumped over and out-ranged by many characters with air mobility tools.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 30 |
- reversal
X-1 Extruder
6M or 236M Is a projectile property attack
Launcher’s main mana combo extender in the corner. Also her best anti-air, keep away tool and pressure tool. The fireball is massive and multi hitting, making it very hard to do anything but block it. Extends combos from 5S and 4S for good damage and massive corner carry.
- Pushes opponents fullscreen on hit and on block.
- Applies a soft knockdown on hit.
- Functions as an OTG.
- Deals up to 66 White Life damage (132 in Awakening) if the opponent blocks the total seven hits.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 140 |
FM-92 mk2 Lancer
4M or 214M Is a projectile property attack
Can hit a knocked down opponent off the ground
This move is Lancher's main combo extender outside of the corner. The slow startup and very inconsitant reward make this move a bad anti-air.
- Whiffs against all crouching characters, except Crusader, Ghostblade, Hitman and Lost Warrior
- The first projectile explodes after 25 frames or on contact with the opponent.
- The least practical chip damage tool, a point blank shot will apply a total of 72 White Life (144 in Awakening) on block.
- The eight airburst bomblets can deal an unlikely maximum of 40 (80) white life damage on block if seven hit the opponent and one explodes on the ground.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 160 max |
Quantum Bomb
j.M Is a projectile property attack
Inflicts hard knockdown on hit
Can hit a knocked down opponent off the ground
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. Launcher recovers before she begins to fall again, allowing her to press other buttons on the way down including another j.M.
- 400 Guard Gauge damage and 80 White Life damage (160 in Awakening) on block.
- Chains from j.A if it connects, allowing Launcher to interrupt the knockback.
- Projectile remains active even if Launcher is hit, and multiple Bombs can be active at once.
- Trades in Launcher's favor if the opponent chooses to Guard Cancel
- Launcher is stuck in the air animation for 51 frames.
- The move can be cancelled immediately, and the projectile will still appear.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
4 |
Awakening Moves
Ancient Trigger
AS Can hit a knocked down opponent off the ground
Launcher's awakening skill. While it has very narrow range, it can hit OTG to finish opponents off after an extended combo.
- 4S sets up a safe opportunity to end things.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | 40 |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |