GBVS/Lancelot: Difference between revisions

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Revision as of 19:02, 23 August 2021

Overview

Template:CharaOverview

Normal Moves

5L

c.M

c.H

Auto Combo

f.M

f.H

2L

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

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

2U

j.L

j.M

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

9 or 6 while midair and touching the wall

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

5U or j.U

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 Version

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

Air Throw

Overhead Attack

Special Moves

Wogenstrom GBVS Fireball.png

236X or 5S

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 Fireball
  • Faster startup but also fast travel time.
  • Travels fullscreen.

M Fireball
  • Slower startup but also much slower travel time.
  • Travels fullscreen.

Very good to cover your approach because of how slow it travels.


H Fireball
  • Hits 3 times.
  • Only travels 3/4 of the screen.
  • Hard knockdown on air hit.

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.

Blade Impulse GBVS Charge.png

66X or 6S

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

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 Stab
  • 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 Stab
  • 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 Stab
  • 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 GBVS Strike.png

214X or 4S

  • Technical inputs only require 214X for the first attack, while 4X is used for 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 214L and 214M can be +1 on block. The enders have a small gap from the previous parts, which makes them a risky way to catch people mashing the follow-ups.


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

  • Can hit up to 3 times.
  • 214L links into 5L on standing counterhit and c.M on crouching counterhit
  • 214L~4L links into c.M on crouching counterhit only

Staple follow-up after hitting with farther-ranged normals such as f.M/f.H/2M. 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.

214L being +1 on hit allows you to attempt a crush reset with c.M against opponents pressing 5L. Against characters whose fastest normal is 6f startup, c.H can be used instead.


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
M
M Follow-up
M Ender

  • Can hit up to 3 times.
  • Both 214M and 214M~4M link into 5L on crouching counterhit only

Slower startup and farther travel distance than 214L. Staple combo ender after 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 214L, using this successfully on block when pushed out of 214L range maintains your frame advantage.


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
H
H Follow-ups
H Ender

  • 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.

Turbulenz GBVS Leap.png

22X or 2S

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
[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.


L Teleport
  • Teleports about the distance of Lancelot's backdash.
  • Unlikely to cross-up unless performed point-blank.

M Teleport
  • Teleports about the distance of two of Lancelot's backdashes.
  • More likely to crossup due to the distance it travels.

H Teleport
  • Teleports farther than L/M version, but does not cross up.

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.

Skybound Art

Weiss Flugel

236236H or 236S

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

  • Minimum damage: 800
  • Simple input (236S) damage: 3000
  • Simple input minimum damage: 450
  • Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play

Lancelot dashes forward with a slash and unleashes a flurry of slashes when he hits. 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. Using the 236236H technical input leaves Lancelot closer to the opponent afterwards, allowing for stronger okizeme.

Super Skybound Art

Schöner Winterhügel

236236U or 236S+U (Air OK)

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

  • Minimum damage: 1260
  • Simple input (236S+U) damage: 4000
  • Simple input minimum damage: 800

A powerful diving attack with invincible startup.


Ground version automatically locks onto the opponent's position with no additional input, 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 can whiff when Lancelot is cornered, but intentionally whiffing 236236U~[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 236236H or save your meter.

Air version dives from Lancelot's current position at a sharp angle, similar to a grounded 236236U~[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.

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Lancelot Color 01.png
GBVS Lancelot Color 02.png
GBVS Lancelot Color 03.png
GBVS Lancelot Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Lancelot Color 05.png
GBVS Lancelot Color 06.png
GBVS Lancelot Color 07.png
GBVS Lancelot Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Lancelot Color 09.png
GBVS Lancelot Color 10.png
GBVS Lancelot Color 11.png
GBVS Lancelot Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Lancelot Color 13.png
GBVS Lancelot Color 14.png
GBVS Lancelot Color 15.png
GBVS Lancelot Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Lancelot Color 17.png
GBVS Lancelot Color 18.png
GBVS Lancelot Color 19.png
GBVS Lancelot Color EX.png
Weapons
01
02
03
04
GBVS Lancelot Weapon 01.png
GBVS Lancelot Weapon 02.png
GBVS Lancelot Weapon 03.png
GBVS Lancelot Weapon 04.png
05
06
07
08
GBVS Lancelot Weapon 05.png
GBVS Lancelot Weapon 06.png
GBVS Lancelot Weapon 07.png
GBVS Lancelot Weapon 08.png


External References

Lancelot Match Video Database

how to deal with lancelot oki by tinkr

Navigation

To edit frame data, edit values in GBVS/Lancelot/Data.