GBVS/Lancelot: Difference between revisions

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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}}
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{{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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{{Description|8|text=
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Performs a sliding lunging 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, but the only version that can be plus is {{clr|4|66H}}.
* Travels the same distance as {{clr|3|66M}}.  


* '''L Version:''' Travels about half screen. When used as a combo ender midscreen, 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.
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.
* '''M Version:''' Travels about 3/4ths screen. Post-buff this move is identical to {{clr|4|66H}}, albeit with much slower startup. Can be used as a niche anti-air combo tool and as a meaty on certain hard knockdowns. As it's now safe on block from most ranges and even plus at the tip, you can also use it to close distance in neutral.
* '''H Version:''' Travels the same distance as the M version with the startup in between the L and M version. Launches the opponent straight up on hit, allowing further combos on both far spaced hits and in the corner where Lancelot remains close enough to combo into {{clr|4|c.H}} afterwards. Midscreen, it still 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 Lancelot 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    
Overview
Overview

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.

Pros
Cons
  • 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.


GBVS Lancelot Nameplate.png
GBVS Lancelot Portrait.png

Normal Moves

c.L
5L No range because he attacks the wrong way.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
  • Can transition into auto combo on contact at any range.

Lancelot's 5L does not change based on proximity. However, having no far variation means it will have very poor range in any situation. As his fastest grounded normal and +2 on block, it's used for a variety of things including starting close-range pressure, mashing through pressure gaps on defense, tick throws, and as a reversal-safe meaty after a knockdown.

c.M
c.M
GBVS Lancelot cM.png
Dab on the haters
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
  • Combos into 5L on crouching.
  • Combos into c.H on counterhit.

This is your go-to move in pressure alongside 2L and 5L. Your main pressure string out of this normal is c.M > 5L > f.M, which leaves you at the perfect distance for 214L to be plus on block afterwards. Point blank, 2L > c.M is both a frametrap and a confirm. It can sometimes be used as a last-minute anti-air, but it's far worse than 2H in terms of hurtboxes.

c.H
c.H Slice and dice!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Two-hit attack, primarily used for punishing or combos. Being two hits gives you a lot of time to confirm stuff from it. The downside of it being two hits is that if the first hit is a counterhit, the property is not carried over to the second. As an example, CH c.H(1) > 236H combos but CH c.H(2) > 236H does not.

Auto Combo
Auto Combo
GBVS Lancelot cXX.png
GBVS Lancelot cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
XX
XXX
  • 2nd hit does not combo into 214M, however the third can.
  • 3rd hit does not reliably work in juggle combos outside the corner due to how it launches the opponent and its small hitbox.
  • 5XXX > 214M can frametrap opponents, but is vulnerable to reversals.
f.M
f.M
GBVS Lancelot fM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Not a lot of range and will easily get outpoked by other characters' f.M, but the recovery isn't too bad and doesn't extend Lancelot's hurtbox that much. Primarily used in conjunction with 214L to pressure from midrange. If spaced at max range, cancelling into 214L leaves Lancelot plus afterwards.

f.H
f.H
GBVS Lancelot fH.png
Double stab
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Lancelot pokes out both his daggers as far as he can. His farthest reaching poke. Decent range considering his other normals. Combos into 66L at almost any range, making it a decent buffer when you're trying to stuff someone's poke. Alternatively, you can cancel into 214M which combos on counterhit and can be 0 on block if it's spaced far enough.

2L
2L
GBVS Lancelot 2L.png
Even knights cut corners sometimes
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
  • Can cancel into itself and 5L once per string
  • Links into itself, 5L, 2M, and c.M on standing hit, f.M and c.H on crouching or counter hit, and 2U on counter hit only.

Lancelot's fastest low. Like most 2Ls, plus on block and extremely important for pressure and mixup. It's always useful as a way to catch people trying to Cross-Over out of your pressure. 2L can actually be used 3 times in a blockstring if you're close, but doing so leaves you out of range of 2M and sometimes out of f.M range as well.

2M
2M
GBVS Lancelot 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Lancelot slashes low but don't be fooled, it's a mid. Worse range than f.M, but has better startup and frame advantage while also catching Cross-Overs. Post-buff, 2M now functions as a proximity-independent counterpart to many other characters' f.Ls. It now links from 5L and 2L, allowing for combos like 5L/2L > 5L/2L > 2M > 214L. The faster startup also allows Lancelot to more consistently punish moves like Djeeta's or Gran's 214L on block.

It can hit Charlotta on her way down after her EX DP, allowing a decent punish combo.

2H
2H
GBVS Lancelot 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Lancelot's designated anti-air attack. It's pretty fast, and has a good hitbox that beats cross-ups easily. Very important move. If it hits anti-air, you'll want to cancel into 214L. On counterhit and a whiffed 214L, you can confirm a c.M/c.H and get a very high damage combo, and on non-counterhit you can confirm into 214L~4L for a little more damage and a knockdown.

2U
2U
GBVS Lancelot 2U.png
I swear I'm not Vega
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

The Vega slide. Really really good move, hard knockdown sliding low that's safe at far spacing and very unsafe otherwise. Low profiles really well too, going under both projectiles like Gran's Reginleiv and some far-reaching pokes like Katalina's f.M. Gives you a safe jump on hit, but the safe jump is spacing dependent.

j.L
j.L
GBVS Lancelot jL.png
Just hanging around
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Pretty standard air light. Good horizontal hitbox, not so good vertical. Probably Lancelot's best air-to-air button as his other air normals are better at hitting grounded opponents. If it counterhits in the air you often have time to land and combo from it.

j.M
j.M
GBVS Lancelot jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Lancelot slashes beneath him. Contrasting j.L, this attack has shorter horizontal range in exchange for being his only air normal that can be used to cross-up the opponent. It's primarily used in safe jumps after a 22X/5~2/8U cross-up teleport or low walljump, and loses in the air against other aerial attacks.

j.H
j.H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

A 2-hit falling overhead. This move is really good. Varying your timing makes the opponent guess if both strikes will hit overhead or if you'll land after one overhead and do a low 2L. On hit, combos into 2L even if only one hit lands. The hitbox is poor directly beneath Lancelot so if he's even a pixel distance to cross up someone it will whiff.

The good horizontal hitbox also makes this move decent at stuffing people air-to-air, but it's slower than j.L and because it's two hits you won't get a combo if you counter them.

Unique Actions

Delta Leap
Delta Leap
9 or 6 while midair and touching the wall
GBVS Lancelot DeltaLeap.png
I'm really not Vega, I swear!

Lancelot's unique walldive. Can only be done from the actual stage walls, not the edges of midscreen. 9 will have him jump away from the wall in an upwards arc and 6 will have him dive diagonally towards the ground without any arc. You can act immediately out of this, which includes all air normals and even j.U, making this both a mixup and an escape tool.

Wirbelwind
Wirbelwind
5U or j.U Dash Quick Stop Cross Over Feint Jump

File:GBVS Lancelot 5U.gif Examples of Wirbelwind's Dash (5U), Quick Stop (5UU), Feint (4U), Cross Over (6U), and Jump (2U).

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Ground
5U
Air
j.U
Quick Stop
5U > 5U
Cross Over
5U > 6U
Feint
5U > 4U
Jump
5U > 2/8U

Performs a dashing maneuver that can be canceled on the ground into various followups. The dash covers a pretty good distance but has a lot of recovery, even when you quick stop.

  • Air: Fastfalls diagonally towards the ground. Lancelot cannot act until he reaches the ground and also has some landing recovery. A versatile movement tool with many applications that increase after a hard knockdown or when 236H is forcing the opponent to block, including baiting anti-airs and reversals. Altering the fastfall timing during a jump makes which side he lands on extremely ambiguous.
  • Quick Stop: Used to bait whiffs in neutral when well-spaced, but the recovery can prevent you from getting a proper punish. Also used in some anti-air combo routes.
  • Cross Over: Can cross through opponents, but its recovery and the presence of the Guard button doesn't make it a strong mixup just by itself.
  • Feint: Also used to bait moves in neutral, with less risk than quick stop. Using this to bait forward-moving reversals can reward you with a huge punish.
  • Jump: Same as the teleport from 22L/M. Used in safe jumps after forward throw or 66H knockdown. The diagonal angle makes it possible to force many wakeup DPs to whiff after a midscreen knockdown, at the risk of losing to regular anti-airs.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Lancelot Throw.png
GBVS Lancelot BackThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
  • Forward Throw:
    • Advantage on hit: +31

Lancelot's forward throw leaves him point blank and at enough advantage to set up a 236X for pressure afterwards. The hard knockdown allows for all shades of setups, not just limited to 236X, but that's by far the easiest.

  • Back Throw:
    • Advantage on hit:

Lancelot's back throw sends the opponent half screen, which is too far for 236X to work as a meaty.

Air Throw
Air Throw
GBVS Lancelot AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
  • Sets up a hard knockdown not too far in front of Lancelot.

Lancelot's airthrow is similar to his forward throw in that you get a 236X setup for continued pressure.

If your reactions are on point, you can catch people jumping out of your rekka pressure with this. Just be warned you cannot do anything else until you land if it whiffs, so if you mess up your read you're going to get punished.

Overhead Attack
Overhead Attack
GBVS Lancelot OverheadAttack.png
Leapfrog on the haters
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
  • Airborne on frame 4, making it a good anti-throw option.
  • Low crush on frame 9, tied with Gran for the fastest.

The can opener. Because Lancelot's Universal Overhead has 6 active frames, the right meaty setup will allow for a combo without a counterhit.

Special Moves

Wogenstrom
Wogenstrom GBVS Fireball.png
236X or 5S Go my squire
and hold down the neutral
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

Fires a projectile that travels across the stage. Very advantageous on contact and very important for his okizeme game. This skill has slow startup but fast recovery, so Lancelot can move and go on the offensive while the projectile is still onscreen. Keep in mind that in a neutral fireball fight you're likely to get hit out of the startup. Comboing into this from CH c.H(1) is possible and adds a good chunk of damage if you use 236H as it has enough hitstun for you to jump and land a j.H.

  • L Version: Faster startup but also fast travel time. Travels fullscreen.
  • M Version: Slower startup but also much slower travel time, very good to cover your approach. Also travels fullscreen.
  • H Version: As fast startup as L version but as slow travel time as M version. Unlike the L and M versions, only travels 3/4ths screen. Hits 3 times on both hit and block, making easy to confirm on hit and incredibly plus on block. If the opponent is caught blocking the projectile in the air, they can be hit with any other grounded move since mids are air-unblockable, resulting in an unblockable situation.
Blade Impulse
Blade Impulse GBVS Charge.png
66X or 6S Gorilla Blade
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

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.

L
  • 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.

M
  • Travels about 3/4ths screen.

Safe on block from most ranges and plus at the tip like 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 5L for a brief combo extension off the mini-launch.

H
  • Travels the same distance as 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 c.H afterwards. Midscreen, it gives a hard knockdown and usually gives 236H oki or 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.

Southern Cross
Southern Cross GBVS Strike.png
214X or 4S The pressure is on Don't let them block this one
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
L Follow-up
L Ender
M
M Follow-up
M Ender
H
H Follow-ups
H Ender
  • Technical inputs only require 214X for the first attack, while 4X is used for the follow-ups.
  • The enders have a small gap from the previous parts, which makes them a risky way to catch people mashing the follow-ups.

Performs multi-part advancing slash attacks, colloquially known as "rekkas". The first and second parts are safe on block, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed follow-ups. Additionally, the first parts themselves can be spaced to be even on block. If they hit at the absolute max range, both 214L and 214M can be +1 on block.

Using a sequence like c.M > 5L > f.M > 214L to condition your opponent to block can open them up for further pressure, or a throw. Keep in mind that strings like 2L > 5L > f.M > 214L actually leave you slightly negative, and while c.M > c.M > f.M > 214L can still set up plus rekkas it leaves massive gaps in your pressure.

  • L Version: Can hit up to 3 times. Staple follow-up after hitting with farther-ranged normals such as f.M/f.H/2M. Can also combo into 5L on counterhit, giving your opponent a good reason not to press buttons against Lancelot's pressure.
  • M Version: Can hit up to 3 times. Slower startup and farther travel distance than L version. Staple combo ender after c.H or autocombo for damage and corner carry. Also decent as a frame trap out of most normals, but this is vulnerable to reversals.
  • H Version: Can hit up to 5 times. Because 214X is a critical part of Lancelot's pressure and combos, putting the skill on cooldown this way should be used sparingly, but can still be done to get a hard knockdown and a safe jump anywhere on screen. Delaying the follow-ups can be used to secure rounds against very low health opponents via chip damage, but this is still vulnerable to reversals.
Turbulenz
Turbulenz GBVS Leap.png
22X or 2S Don't blink or you'll miss it
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L
M
H

Lancelot teleports into the air. The horizontal distance depends on the button strength used. All versions can be held which will make Lancelot followup with a overhead plunging attack which is invincible on the way down, but extremely unsafe on block. On counter hit the opponent will bounce, allowing a high damage combo afterwards. Airborne on frame 4.

H teleport is the only invulnerable reversal Lancelot has other than his Skybound Arts, but it's often very risky to go for the full plunge because of the very slow startup. You can get by with just doing the teleport portion and either do a falling attack or fastfall to the ground with j.U, but either way leaves you vulnerable to anti-airs, including air throw.

  • L Version: Teleports about the distance of Lancelot's backdash. Unlikely to cross-up unless performed point-blank.
  • M Version: Teleports about the distance of two of Lancelot's backdashes. More likely to crossup due to this.
  • H Version: Teleports farther than L/M version, but always attempts to put Lancelot in front of the opponent regardless of distance. Much faster and invincible during the startup, allowing Lancelot to escape hairy situations or attempt to restart pressure at the risk of being anti-aired.

Skybound Art

Weiss Flugel
Weiss Flugel
236236H or 236S "It's time to end this!" White Wings
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Lancelot dashes forward with a slash and unleashes a flurry of slashes when he connects. Invincible startup and can travel about half screen if the opponent is far enough, but stops at the opponent's location regardless so it's very punishable on block or whiff.

Minimum damage: 800

Simple input damage: 3000

Simple input minimum damage: 450

Super Skybound Art

Schöner Winterhügel
Schöner Winterhügel
236236U or 236S+U (Air OK) "The ice will be your grave!" Beautiful Winter Hill
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Ground
Air

A powerful diving attack.

  • Ground Version: Automatically locks onto the opponent's position, but can be manually angled by holding L (sharp angle, short range), M (shallow angle, far range), or H (shallow angle, full screen range) during startup.
    • Lancelot is only invincible during the startup when he jumps up to the wall so on the way down he can run into DPs, armored moves, and projectiles, making this a situationally worse reversal compared to 236236H.
    • There is a blind spot where the move will whiff when Lancelot is cornered, but intentionally whiffing 236236U[H] can be a risky way to escape the corner.
  • Air Version: Dives at a sharp angle like the grounded L version. It does not track and cannot be manually aimed like the ground version.
    • It can be used as a hard callout to crush anti-air attempts, but is even more unsafe than the ground version.

Minimum damage: 1260

Simple input damage: 4000

Simple input minimum damage: 800

Navigation

To edit frame data, edit values in GBVS/Lancelot/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.