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{{AttackDataHeader-GBVS|version=yes}} | {{AttackDataHeader-GBVS|version=yes}} | ||
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{{Description|8|text= | |||
A sliding lunge attack. Depending on distance you're very likely to cross through the opponent on both hit and block. If spaced correctly every version can be safe on block. | |||
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{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lst:{{PAGENAME}}/Data|66L}} | {{#lst:{{PAGENAME}}/Data|66L}} | ||
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{{Description|8|text= | |||
* Travels about half screen. | |||
When used as a combo ender midscreen, it not only switches sides but the opponent recovers point blank so further pressure can be applied. Also used in high damage anti-air combos as it can be linked off of if it hits high enough. | |||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lst:{{PAGENAME}}/Data|66M}} | {{#lst:{{PAGENAME}}/Data|66M}} | ||
{{!}}- | |||
{{Description|8|text= | |||
* Travels about 3/4ths screen. | |||
Safe on block from most ranges and plus at the tip like {{clr|4|66H}}, albeit with much slower startup. 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 counterhits at tip range, you can link into {{clr|1|5L}} for a brief combo extension off the mini-launch. | |||
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{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Travels the same distance as {{clr|3|66M}}. | |||
Launches the opponent straight up on hit, allowing further combos on both far-spaced hits and in the corner where you remain close enough to link into {{clr|4|c.H}} afterwards. Midscreen, it gives a hard knockdown and usually gives {{clr|4|236H}} oki or {{clr|2|5U~8U}} safe jump setups afterwards. If it hits at the very tip of its range, it leaves you plus on block as opposed to just safe. | |||
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Revision as of 12:48, 27 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Lancelot is a rushdown character who pressures the opponent with rekkasA series of special attacks that are only available after the first one is performed. of variable timing and a very advantageous projectile. 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.
"I'll guide my country with these twin blades!" | |
Lore: | A dual-wielding master swordsman who serves as the captain of the Order of White Dragons of Feendrache Kingdom. If danger would rear its ugly head in the kingdom he so loves, he would risk both life and limb to see it defeated. Despite this, he can never seem to keep his room clean. He rushes across the battlefield at blinding speed, a flurry of shining, crystalline slashes. Those who set eyes on this fighting style immediately recognize why he was made captain of his order. |
Voice: | English: Stephen Fu/Japanese: Yuuki Ono |
Lancelot Lancelot is a tricky character whose speed and various mixup tools can overwhelm opponents at close range.
- Good Mobility: Between his Turbulenz teleports, Wirbelwind command dashes, and his Delta Leap walljumps, Lancelot's mobility is near unparalleled.
- Versatile Sweep: 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.
- Strong Okizeme: 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.
- Strong Pressure: The 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 allows Lancelot to repeatedly reset pressure or land throws once the opponent has been conditioned to block.
- Short Range: Lancelot can struggle in neutral against characters who have longer normals and faster projectiles.
- Low Damage: Having low average combo damage and lower than average Skybound Art damage forces Lancelot to be on the offensive as much as possible, as he is unlikely to close out rounds off regular conversions unless he scores a big anti-air 2H or Turbulenz counterhit.
- Nontraditional Meterless Reversal: H Turbulenz is not a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.-style reversal that attacks while rising, which limits anti-air options and makes escaping pressure more risky.
Normal Moves
5L |
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c.M |
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c.H |
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Auto Combo |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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j.L |
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j.M |
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j.H |
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Unique Actions
Delta Leap 9 or 6 while midair and touching the wall |
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Wirbelwind 5U or j.U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Wogenstrom 236X or 5S |
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Blade Impulse 66X or 6S |
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Southern Cross 214X or 4S |
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Turbulenz 22X or 2S |
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Skybound Art
Weiss Flugel 236236H or 236S |
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Super Skybound Art
Schöner Winterhügel 236236U or 236S+U (Air OK) |
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move
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• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •