Triplicity (talk | contribs) |
Triplicity (talk | contribs) |
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|name=Southern Cross {{Micon|9}} | |name=Southern Cross {{Micon|9}} | ||
|input=214X or 4S | |input=214X or 4S | ||
|image=GBVS_Lancelot_SouthernCross.png|caption=The pressure is on | |image=GBVS_Lancelot_SouthernCross.png|caption=The pressure is on. | ||
|image2=GBVS_Lancelot_SouthernCrossMiddle.png |caption2= | |image2=GBVS_Lancelot_SouthernCrossMiddle.png |caption2=Mashing yet? | ||
|image3=GBVS_Lancelot_SouthernCrossFinish.png|caption3= | |image3=GBVS_Lancelot_SouthernCrossFinish.png|caption3=I bet my life on it! | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS|version=yes}} | {{AttackDataHeader-GBVS|version=yes}} | ||
{{!}}- | |||
{{Description|8|text= | |||
* 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. | |||
Multi-part advancing slash attacks, colloquially known as "rekkas". The initial attack and first follow-ups are safe on block, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed follow-ups. Additionally, the initial attacks themselves can be spaced to be even or plus on block the further out they make contact. If they hit at the absolute max range, both {{clr|1|214L}} and {{clr|3|214M}} can be +1 on block. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
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{{AttackVersion|name=L Ender}} | {{AttackVersion|name=L Ender}} | ||
{{#lst:{{PAGENAME}}/Data|214L 4LL}} | {{#lst:{{PAGENAME}}/Data|214L 4LL}} | ||
{{!}}- | |||
{{Description|8|text= | |||
* Can hit up to 3 times. | |||
* {{clr|1|214L}} links into {{clr|1|5L}} on standing counterhit and {{clr|3|c.M}} on crouching counterhit | |||
* {{clr|1|214L~4L}} links into {{clr|3|c.M}} on crouching counterhit only | |||
Staple follow-up after hitting with farther-ranged normals such as {{clr|3|f.M}}/{{clr|4|f.H}}/{{clr|3|2M}}. Using a sequence like '''{{clr|3|c.M}} > {{clr|1|5L}} > {{clr|3|f.M}} > {{clr|1|214L}}''' to condition your opponent to block can open them up for further pressure, or a throw. Keep in mind that strings like '''{{clr|1|2L}} > {{clr|1|5L}} > {{clr|3|f.M}} > {{clr|1|214L}}''' actually leave you slightly negative, and while '''{{clr|3|c.M}} > {{clr|3|c.M}} > {{clr|3|f.M}} > {{clr|1|214L}}''' can still set up plus rekkas it leaves massive gaps in your pressure. | |||
{{clr|1|214L}} being +1 on hit allows you to attempt a crush reset with {{clr|3|c.M}} against opponents pressing {{clr|1|5L}}. Against characters whose fastest normal is 6f startup, {{clr|4|c.H}} can be used instead. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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{{AttackVersion|name=M Ender}} | {{AttackVersion|name=M Ender}} | ||
{{#lst:{{PAGENAME}}/Data|214M 4MM}} | {{#lst:{{PAGENAME}}/Data|214M 4MM}} | ||
{{!}}- | |||
{{Description|8|text= | |||
* Can hit up to 3 times. | |||
* Both {{clr|3|214M}} and {{clr|3|214M~4M}} link into {{clr|1|5L}} on crouching counterhit only | |||
Slower startup and farther travel distance than {{clr|1|214L}}. Staple combo ender after {{clr|4|c.H}} or autocombo for damage and corner carry. The increased startup makes it decent as a frame trap out of autocombo and most normals, but this gap is large enough to be vulnerable to reversals. Since it travels farther than {{clr|1|214L}}, using this successfully on block when pushed out of {{clr|1|214L}} range maintains your frame advantage. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Can hit up to 5 times. | ||
Because 214X is a critical part of Lancelot's pressure and combos, putting the special 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. | |||
}} | }} |
Revision as of 02:41, 30 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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Frame Data & System Data •
Patch Notes •
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