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{{AttackDataHeader-GBVS|version=yes}} | {{AttackDataHeader-GBVS|version=yes}} | ||
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{{Description|8|text= | |||
* Minimum damage: 1260 | |||
* Simple input (236S+U) damage: 4000 | |||
* Simple input minimum damage: 800 | |||
A powerful diving attack with invincible startup. | |||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst:{{PAGENAME}}/Data|236236U}} | {{#lst:{{PAGENAME}}/Data|236236U}} | ||
{{!}}- | |||
{{Description|8|text= | |||
Automatically locks onto the opponent's position with no additional input, but can be manually angled by holding {{clr|1|L}} (sharp angle, short range), {{clr|3|M}} (shallow angle, far range), or {{clr|4|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 {{clr|4|236236H}}. | |||
* There is a blind spot where the move can whiff when Lancelot is cornered, but intentionally whiffing {{clr|2|236236U}}~[{{clr|4|H}}] can be a risky way to escape the corner. | |||
* Because of the time it takes for Lancelot to travel to the wall and back to the opponent, the opponent may tech out before it hits in some midscreen juggle combo situations when Lancelot's back is too far away from the wall. In this case, either use {{clr|4|236236H}} or save your meter. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Dives from Lancelot's current position at a sharp angle, similar to a grounded {{clr|2|236236U}}~[{{clr|1|L}}]. Does not track and cannot be manually aimed like the ground version. | |||
* Can be used as a hard callout to crush anti-air attempts, but is even more unsafe than the ground version. | |||
* | |||
}} | }} | ||
{{!}}- | |||
}} | }} | ||
Revision as of 05:47, 28 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
and the move Full
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• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •