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{{SMS_Move_Card | {{SMS_Move_Card | ||
|input=360LK ,360HK | |input=360LK ,360HK | ||
|description= | |description= | ||
{{color|3|360LK}}: High damage command grab, knockdown on hit, untechable. Uranus' core move, you want to land this move as much as possible. 1f startup and ability to guard cancel with specials making this a go-to reversal during pressure and oki situations. 30f whiff recovery makes up for all pros presented. | {{color|3|360LK}}: High damage command grab, knockdown on hit, untechable. Uranus' core move, you want to land this move as much as possible. 1f startup and ability to guard cancel with specials making this a go-to reversal during pressure and oki situations. 30f whiff recovery makes up for all pros presented. |
Revision as of 13:23, 4 December 2022
"Cousins"
Uranus Uranus abuses her forward dash (especially with the player port 2 invincible reversal bug) to score infinite confirms or full screen throws.
- Game-breaking forward dash: Forward dash that takes only 15 frames to traverse the entire screen and is almost fully invincible if done as a wake up option (completely invincible on P2 side(actionable afterwards)).
- Infinite: Has a rather easy infinite that works on every character.
- Diving Gaia Crash: Command grab that takes 1/3 of the opponent's health, which becomes absolutely terrifying when paired with her lighting speed forward dash.
- Amazing match ups: Uranus wins against the entire cast and completely invalidates half of them at high level of play.
- Controversial: While not banned in tournament play yet, there is, has been, and will be discussion about a ban.
Forward/Back dash Cancel Advantage | ||||
---|---|---|---|---|
Normal | Raw | Dash Cancel | ||
c.LP/f.LP/2LP/5LK | +6 | +0 | ||
2LK | +5 | +0 | ||
f.HP/5HK | +2 | +15 | ||
c.HP/2HP | +6 | +15 | ||
2HK | -21 | +15 |
Although not explicitly a unique mechanic to Uranus(other character Backdashes/Unique Forward Dashes), Dash Canceling, especially Forward Dash cancel is an important part of Uranus' pressure. By canceling a normal into Forward Dash Uranus gets different frame advantage for a normal she cancels. This allows Uranus change frame advantage on block and on hit. Some moves that are plus on block can become 0 on block through Dash Cancel allowing for pressure resets/extensions and etc.
For example: c.LPGuardMidStartup4Recovery5Advantage+6 is normally +6 on block. But when dash cancelled it becomes +0 — turning the regular pressure situation into Diving Gaia Crush tick-throw setup.
The frame advantage from Dash Cancels becomes better as the level for normal moves increases.
Normal Moves
c.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 3 | 4 | 5 | 5 |
Very fast at 4f, short elbow blow that whiffs against crouching characters and standing Chibi Moon. Can be cancelled into forward dash on block for exactly +0 frame advantage.
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
f.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 2 | 3 | 3 | 3 |
Very fast at 4f, short punch that whiffs against crouching characters and standing Chibi Moon. Can be cancelled into forward dash on block for exactly +0 frame advantage.
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
c.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 9 | +8 | 9 | 12 | 14 | 15 |
Whiffs against crouchers and standing Chibi Moon
Total Duration |
---|
28 |
f.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 12 | 12 | 15 | +2 | 8 | 10 | 12 | 14 |
Very standard for a far normal, 38f of total duration and similar hitbox to 5LP makes this move less desirable in neutral. Can be cancelled into forward dash on block for +12 frame advantage.
Total Duration |
---|
38 |
5LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 4 | 5 | 6 | 7 |
Very fast anti air-kick,
Total Duration |
---|
13 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
5HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 13 | 12 | 15 | +2 | 11 | 14 | 17 | 19 |
Slowish big hitbox 13f kick
Total Duration |
---|
39 |
2LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 3 | 4 | 5 | 5 |
Big Infinite Starter
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash
2HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 9 | +8 | 7 | 9 | 11 | 12 |
Infinite Combofiller
Total Duration |
---|
28 |
2LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 5 | 6 | 7 | +5 | 3 | 0 | 5 | 0 |
Uranus' non-committal poke
Total Duration |
---|
17 |
- At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash
2HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 8 | 30 | 14 | -21~+0/D | 10 | 0 | 15 | 0 |
Knockdown on hit. A big 30f active slide that is unsafe at -21 point blank, but can be made 0 or even plus on block with late connect, but with dash cancel that doesn't matter at all. Often acts as a meaty
Total Duration |
---|
51 |
8LP
No results
8HP
No results
8LK
No results
8HK
No results
9LP
No results
9HP
No results
9LK
No results
9HK
No results
Universal Mechanics
Throws
Strong Wind Break
Universal Punch Throw, techable and less range(40) at cost of 2 more pixels of damage compared to Kick Throw. Still, teching this throw against Uranus is still advantageous for her at 28f/29f on P2 Side, allows for a followup with dash 2LP into infinite
Grand Remover Kick
Universal Kick Throw, untechable has more range(48) compared to HP counterpart. Guaranteed knockdown.
Dashes
Forward Dash
This is where fun begins, can be cancelled into from normals and specials(?), when done from wakeup P1Uranus is invincible 1-13f, at P2Uranus dash is invincible and allows her to Jump/Crouch Block/Crouch
No results
Backdash
Dead on time, can be cancelled into from normals, 1-14f invincible, moves fullscreen length backwards.
No results
Special Moves
Diving Gaia Crush
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
Facing Right | 1 | 1 | 31 | -31/D | 24 | ||||
Facing Left | 1 | 1 | 31 | -31/D | 24 | ||||
Facing Right | 1 | 1 | 32 | -32/D | 32 | ||||
Facing Left | 1 | 1 | 32 | -32/D | 32 |
360LK: High damage command grab, knockdown on hit, untechable. Uranus' core move, you want to land this move as much as possible. 1f startup and ability to guard cancel with specials making this a go-to reversal during pressure and oki situations. 30f whiff recovery makes up for all pros presented.
360HK: More damaging command throw at cost being more riskier since whiff recovery is exactly 1f longer than Light version, also a little less range.
Version | Total Duration |
---|---|
Facing Right | |
Facing Left | |
Facing Right | |
Facing Left |
World Shaking
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
World Shaking (LP) | Mid | 15 | Projectile | 36 | +1 | 12 | 18 | 3 | ||
World Shaking (HP) | Mid | 19 | Projectile | 51 | -14~ | 14 | 21 | 3 |
632LP: Input not a typo, slowish fireball that travels fullscreen, mostly useless on it's own, but with Uranus' forward dash she can use it to cover her approach from fullscreen safely. Also used in some oki setups, safe-ish oki option in the most matchups, in Uranus mirror Uranus can reversal forward dash to entirely avoid the projectile.
632HP: Faster fireball, longer recovery, somewhat disjointed due to it's travel speed. Very very rarely used.
Version | Total Duration |
---|---|
World Shaking (LP) | 51 |
World Shaking (HP) | 69 |
Desperation Moves
Destructive Carnival
Janky super, needs last hit to KO the opponent meaning it cannot chip kill the opponent, has a gap between last hit making it punishable by character specific answers, if opponent respects it you can input it again.
No results