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* '''Handle Explosives''': Troubleshooters awakening allows for combos off of {{clr|M|236M}} and grenade net throw setups, allowing for him to make a comeback easier than some characters. | * '''Handle Explosives''': Troubleshooters awakening allows for combos off of {{clr|M|236M}} and grenade net throw setups, allowing for him to make a comeback easier than some characters. | ||
| cons = | | cons = | ||
* '''Master of None''': Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his reversal simply resets to neutral instead of granting him an advantage of some kind. | * '''Master of None''': Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his invincible reversal simply resets to neutral instead of granting him an advantage of some kind. | ||
* '''Dodge Vulnerable''': Due to his inability to cancel into {{clr|A|5AA}} on whiff, Troubleshooter has to commit to punishing dodges harder than other characters. | * '''Dodge Vulnerable''': Due to his inability to cancel into {{clr|A|5AA}} on whiff, Troubleshooter has to commit to punishing dodges harder than other characters. | ||
| difficulty_rating = ? | | difficulty_rating = ? | ||
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|input=623M,2M | |input=623M,2M | ||
|description= | |description= | ||
Troubleshooter's {{keyword|Reversal}}. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance. | Troubleshooter's invincible {{keyword|Reversal}}. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance. | ||
* While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to {{MMC|game=DNFD|chara=Troubleshooter|input=2S|label={{clr|S|2S}}}}. | * While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to {{MMC|game=DNFD|chara=Troubleshooter|input=2S|label={{clr|S|2S}}}}. |
Revision as of 02:43, 4 July 2022
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Troubleshooter...
Troubleshooter Troubleshooter is classified as a Standard type. He has many easy-to-use moves. He has various traps that set off delayed explosions. His 4S reduces his HP to increase his attack for a set duration.
- Jack of all Trades: Troubleshooter is a flexible character that has excellent options at all ranges, be it controlling midrange with disjointed attacks or punishing a whiff at nearly fullscreen with MP Skills
- Conversion on Demand: A trait shared only with Berserker, Troubleshooter can generate white health with 4S, giving him a damage buff and access to Concentration Cancel without needing to get hit.
- Strike/Throw Mix: Thanks to the delayed explosion trap set by 214M, Troubleshooter can force the opponent to guess on either a throw or an attack, which becomes considerably more scary in awakening.
- Handle Explosives: Troubleshooters awakening allows for combos off of 236M and grenade net throw setups, allowing for him to make a comeback easier than some characters.
- Master of None: Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his invincible reversal simply resets to neutral instead of granting him an advantage of some kind.
- Dodge Vulnerable: Due to his inability to cancel into 5AA on whiff, Troubleshooter has to commit to punishing dodges harder than other characters.
Enhances various MP Skills to launch higher for better reward on hit, as well as increasing white damage on block:
- Get On Fire followupGuardAllStartupRecoveryAdvantage-19 wallbounces into a hard knockdown on hit which leads to big combos.
- OppressionGuardAllStartup18RecoveryAdvantage-23's grenade net explosion launches higher, allowing for easier combos, as well as combos after throw.
- Igniting Slash 3GuardAllStartup34Recovery21Advantage+1 launches higher, allowing for easier and varied combos/setups.
- Perfect BattingGuardAllStartup16RecoveryAdvantage-26 launches higher, giving it better advantage on hit and oki in the corner. Does not allow for combos unless they are juggled by the grenade net.
- All other MP Skills remain unchanged, including j.M, 236M, 5M, 5M~M, and the initial hit of 214M. White damage on block for all MP skills is still increased.
Normal Moves
5A
Troubleshooter swings his sword directly in front of him.
- An excellent poke for its speed, range & frame advantage.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -1 |
5AA
Troubleshooter slams his sword into the ground.
- 5A must hit for Troubleshooter to chain into 5AA, unlike other characters who can chain on whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -5 |
5B
Trouble shooter uses his shotgun for a serviceable but exploitable poke.
- Vulnerable to low profile moves such as Striker's 2BGuardLowStartup10Recovery26Advantage-11~-20
- Can work as a further out anti-air for opponents trying to land.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | +5 |
2A
2B
Troubleshooter swings his sword at his opponents feet.
- Troubleshooters longest range low.
- Grants a hard knockdown on counterhit.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -27 |
j.A
Troubleshooter swings his sword directly in front of him.
- Mainly used for air-to-air situations
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
Troubleshooter swings his sword under him in a wide arc.
- Primary jump-in. Can hit crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them..
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
Guard Cancel
Skills
Sword Bomb
Troubleshooter stabs forward with a sword laced in explosives.
- In blockstrings this move has enough pushback to allow for 6SGuardAllStartup15RecoveryAdvantage-11 to be plus.
- In combos this move launches for 4MGuardAllStartup18RecoveryAdvantage-23 extensions mid-screen or in the corner.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 |
Black Crescent
G-Bomb
Troubleshooter throws a grenade forward, which explodes after making contact with the opponent or the floor.
- Very minus up close but can be spaced to be plus, but leaves a gap that can be interrupted by a reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
- The air version can be used for Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setups after hard knockdowns as well as combo extensions.
- Can be used to detonate the grenade net placed by 4M/214MGuardAllStartup18RecoveryAdvantage-23 early.
- Grenade disappears when Troubleshooter gets hit.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
6S | 80% | ||||
j.S | 80% |
Swashbuckler's Refreshment
Troubleshooter takes a drink, losing approximately 100 health as white health in order to gain a temporary 30% damage boost and 10 MP.
- Useful for gaining access to conversion in addition to the damage buff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
Mana Skills
Igniting Slash
Troubleshooter launches a series of slashes.
- Troubleshooters Rekka A series of special attacks that are only available after the first one is performed. series, with the first hit being a hard knockdown, allowing for combos.
- The final hit launches, allowing for follow-ups, as well as being slightly plus on block, but with a gap inbetween.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90% | 8 | |||
5M~M | 90% | -5 | |||
5M~M~M | 95% | -25 |
- Dash cancellable
- +19f on dash cancel on block
Perfect Batting
Troubleshooter's invincible Reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance.
- While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to 2SGuardAllStartup18Recovery23Advantage-5.
- Strangely, it has a hitbox behind Troubleshooter as well, hitting opponents who try to cross over on Troubleshooter's wakeup or dodge through. However, this rear hit can be punished on hit.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%, 50% |
- reversal
Get On Fire
Get On Fire 236M
Troubleshooter fires two shots at the opponent.
- Hits just under full screen, allowing him to contest at ranges he normally can't.
Get on Fire (2nd) 236M~M
Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from 236M.
- In Awakening, the third hit wallbounces, which allows for combos from j.S or j.M.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×2 | ||||
236M~M | 90% |
Oppression
Troubleshooter leaps backwards into the air, firing a shot and throwing a grenade net on the floor.
- The grenade net automatically explodes after 60 frames but can be detonated early by hitting it with 2AGuardLowStartup7Recovery22Advantage-6, 6SGuardAllStartup15RecoveryAdvantage-11, j.SGuardAllStartup15RecoveryAdvantage-, or 4M/214MGuardAllStartup18RecoveryAdvantage-23 itself.
- Important for knockdowns as it forces the opponent to guess a strike/throw mix.
- Grenade net disappears when Troubleshooter gets hit
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×2 |
Disastrous Quake
A descending sword slam that explodes, launching the opponent high into the air on hit, as well as being plus on block.
- When IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.'d, acts as a fast overhead that also beats throw tech attempts due to being airborne. IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. Disastrous quake links into itself several times both in the corner and midscreen. - Important for Troubleshooters combo game as it can launch opponents OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Awakening Moves
Incredible
Troubleshooter detonates a mine in front of himself, followed by an even bigger mine being revealed under the opponent.
- Sacrifices horizontal range for vertical. Harder to hit midscreen than it is in the corner.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-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 •