https://www.dustloop.com/wiki/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0Dustloop Wiki - New pages [en]2024-03-29T12:09:59ZFrom Dustloop WikiMediaWiki 1.39.6https://www.dustloop.com/w/GGST/A.B.A/Frame_DataGGST/A.B.A/Frame Data2024-03-26T17:55:49Z<p>Emo Tarquin: /* On-Block Cancel Data */ typo</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==Glossary==<br />
[[Using_Frame_Data|How do I read frame data?]]<br />
{{Template:FrameDataGlossary-GGST}}<br />
<br style="clear:both;"/><br />
<br />
==System Data==<br />
{{GGST-CharacterSystemDataTable|chara=A.B.A}}<br />
<br />
==Normal Moves==<br />
{{GGST-FullFrameDataTable|moveType=normal}}<br />
<br />
==Special Moves==<br />
{{GGST-FullFrameDataTable|moveType=special}}<br />
<br />
==Overdrives==<br />
{{GGST-FullFrameDataTable|moveType=super}}<br />
<br />
==Other==<br />
{{GGST-FullFrameDataTable|moveType=other}}<br />
<br />
==On-Block Cancel Data==<br />
A.B.A has some non-attacking specials to alter various properties. By cancelling into these on block she changes the on-block frame data of the normals.<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+On-Block Cancels<br />
|-<br />
! Cancelled Move<br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=214K|label={{clr|K|214K}}}}<br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=63214P|label={{clr|P|63214P}}}}<br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=214S|label={{clr|S|214S}}}}<br />
|-<br />
! {{Tt|Attack Lv 0|{{clr|P|5P}}, {{clr|P|2P}}}}<br />
| -17 || -20 || -28<br />
|-<br />
! {{Tt|Attack Lv 1|{{clr|K|5K}}, {{clr|K|2K}}}}<br />
| -15 || -18 || -26<br />
|-<br />
! {{Tt|Attack Lv 2|{{clr|S|f.S}}, {{clr|P|6P}}, {{clr|D|2D}}}}<br />
| -13 || -16 || -24<br />
|-<br />
! {{Tt|Attack Lv 3|{{clr|S|c.S}}, {{clr|H|6H}}, {{clr|H|2H}} (Standard) }}<br />
| -10 || -13 || -21<br />
|-<br />
! {{Tt|Attack Lv 4|{{clr|H|5H}}, {{clr|H|6H}}, {{clr|H|2H}} (Jealous Rage) }}<br />
| -8 || -11 || -19<br />
|-<br />
|}<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=5P}}<br />
| 5P, 2P, 6P || - || - || 6H || - || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=2P}}<br />
| 5P, 2P, 6P || - || - || 6H || - || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=6P}}<br />
| - || - || - || - || - || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=5K}}<br />
| 6P || - || - || 6H || 5D, 2D || Jump, Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=2K}}<br />
| 6P || - || - || 6H || 5D, 2D || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=c.S}}<br />
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=f.S}}<br />
| - || - || - || 5H, 2H || - || Special, Super<br />
|-<br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=2S}}<br />
| - || - || - || 5H, 2H || - || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=5H}}<br />
| - || - || - || - || - || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=2H}}<br />
| - || - || - || - || - || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=6H}}<br />
| - || - || - || - || - || Special, Super<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=5D}}<br />
| - || - || - || - || - || -<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=2D}}<br />
| - || - || - || - || - || Special, Super<br />
|- <br />
|}<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=j.P}}<br />
| j.P || - || - || - || - || Special<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=j.K}}<br />
| - || - || - || - || j.D || Forward Air Dash, Jump, Special<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=j.S}}<br />
| - || - || - || j.H || j.D || Forward Air Dash, Jump, Special<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=j.H}}<br />
| - || - || - || - || j.D || Forward Air Dash, Jump, Special<br />
|- <br />
! {{MiniMoveCard|game=GGST|chara=A.B.A|input=j.D}}<br />
| - || - || - || - || - || -<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
<br />
==Navigation==<br />
{{GGST/Navigation}}</div>Emo Tarquinhttps://www.dustloop.com/w/GGST/Version/1.35GGST/Version/1.352024-03-26T16:48:17Z<p>Aldrenean: /* Millia Rage */ Added alternate (during Mirazh) input</p>
<hr />
<div><br />
{{GGSTPatch<br />
|version=[[GGST/Version/1.35|Ver1.35]]<br />
|battleversion=3.04<br />
|date=March 26th, 2024<br />
|summary=Added {{Character Label|GGST|A.B.A|label=A.B.A}} to the roster.<br />
|links=[https://www.guiltygear.com/ggst/en/news/post-2163/ Official Site]<br />
}}<br />
<br />
===New Content===<br />
{{GGST/PatchNotesCard<br />
|header=New Character: {{Character Label|GGST|A.B.A|size=50px}}<br />
|content=<br />
[[file:GGST_A.B.A_5P.png|right|200x200px]]<br />
<br />
{{clear}}<br />
}}<br />
<br />
'''Character Balancing'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"><br />
===1.35 Character Changes===<br />
----<br />
<div class="mw-collapsible-content"><br />
====<span style="display: none;">Millia Rage</span>====<br />
{{GGST/PatchNotesCard<br />
|header={{Character Label|GGST|Millia Rage|size=50px}}<br />
|content=<br />
'''{{MiniMoveCard|GGST|chara=Millia Rage|input=214H|label=Artemis}}''' {{BalanceBadge|new|NEW MOVE}}<br />
[[file:GGST_Millia_Rage_214H.png|right|300x200px]]<br />
{{InputBadge|{{clr|H|214H}} or {{clr|H|4H}} during Mirazh}}<br />
<br />
Artemis allows Millia to attack while leaping up at an angle behind her.<br />
<br />
She can evade low-hitting attacks or even pass through to the opposite side of the opponent.<br />
{{clear}}<br />
}}<br />
</div><br />
<br />
==Navigation==<br />
{{:GGST/Version/Navigation}}</div>Final Ultimahttps://www.dustloop.com/w/BBCT/MechanicsBBCT/Mechanics2024-03-26T15:29:14Z<p>Scatteraxis: /* Barrier Burst */</p>
<hr />
<div>{{note|<big>This page assumes that you are already familiar with [[Notation|Numpad Notation]].</big>}}<br />
<br />
==Revolver Action==<br />
Revolver Action (also colloquially referred to by the name of the Guilty Gear equivalent of "gatling") is a combo system that allows you to chain a series of normal attacks together. It involves you cancelling the animation of a normal move into another normal so that the hits come out in rapid succession. Each character has different rules as to which normals can cancel into what other actions (and some attacks can't even be canceled at all), but the general order you can chain moves together goes in the following flow for most characters: {{clr|A|A}} -> {{clr|B|B}} -> {{clr|C|C}} -> {{clr|D|D}}<br />
<br />
==Health Bar==<br />
Yellow life bar on the top of the screen indicates characters’ stamina. When that runs out the character lose the round. A portion of all inflicted damage is shown as a red segment of the life bar.<br />
<br />
Interestingly, most characters' total health points and their visual representations in the health bar vary. For example, Ragna's health total is 10000, but when he ''visually'' has 20% health left on the health bar, he actually has 3000 points of life instead of 2000. Different characters have their health bars split at different points and in different ways, and some don't have this at all and their health bar is traditionally distributed.<br />
<br />
Health point ratio is important because it has effect on Heat Gauge that regenerates when the character is below 20% health bar. However, in the event of a time-out, the game is decided on percentage of the remaining health bar instead of the total health point. That is the drawback of having a life bar that is denser towards the latter portion.<br />
<br />
Here is the data:<br />
<br />
{| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Health Values<br />
|-<br />
! Character<br />
! Total Health & Split<br />
! Health Ratio<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Ragna}}'''<br />
| '''10000''' <br/> (7000+3000)<br />
| 80:20<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Jin}}'''<br />
| '''11500''' <br/> (5750+5750)<br />
| 50:50<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Noel}}'''<br />
| '''11000''' <br/> (5500+5500)<br />
| 50:50<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Tager}}'''<br />
| '''13000''' <br/> (9100+3900)<br />
| 80:20<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Taokaka}}'''<br />
| '''10500''' <br/> (5250+5250)<br />
| 50:50<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Rachel}}'''<br />
| '''11000''' <br/> (5500+5500)<br />
| 50:50<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Arakune}}'''<br />
| '''10500''' <br/> (7350+3150)<br />
| 80:20<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Bang}}'''<br />
| '''11500''' <br/> (7475+4025)<br />
| 75:25<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Litchi}}'''<br />
| '''11000''' <br/> (7700+3300)<br />
| 80:20<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Carl}}'''<br />
| '''9500''' <br/> (6650+2850)<br />
| 80:20<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Hakumen}}'''<br />
| '''12000''' <br/> (8400+3600)<br />
| 80:20<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Nu-13}}'''<br />
| '''10000''' <br/> (6400+3600)<br />
| 80:20<br />
|-<br />
|}<br />
<br />
==Heat Gauge==<br />
[[File:BBCT_Heat_Gauge.png|center]]<br />
Used to perform Distortion Drive, Rapid Cancel, etc. The Heat Gauge is all the way at the bottom of the screen. Whenever characters attack, the amount of Heat Gauge they are receiving is based on the formula:<br />
[Attack Damage x 1.05 x Heat Gain Rate] / 100<br />
<br />
Characters receive small amount of Heat Gauge when they block, and a fixed 3% whenever they Instant Block successfully. When the character's health bar is below 20%, the Heat Gauge starts to increase passively.<br />
<br />
Hakumen has a unique Heat Gauge. Other than it increases as he attacks, receives damage, or blocks, the heat gauge increase automatically regardless the health bar condition (twice the speed below 20% health bar). Once the gauge is full, it stores as a stock. Hakumen can hold 8 stocks in total.<br />
<br />
List of Heat Gauge required moves:<br />
* Distortion Drive (50%)<br />
* Rapid Cancel (50%)<br />
* Counter Assault (50%)<br />
* Astral Heat (100%, plus other condition)<br />
* Some of Jin's special moves (25%)<br />
* All Hakumen's special moves (Varies)<br />
<br />
After using any of the above moves, your heat gauge will increase at 25% of it's normal speed for 200 frames afterward.<br />
<br />
Here is the Heat Gain Rate table:<br />
<br />
{| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Heat Gain Rates<br />
|-<br />
! Character<br />
! Heat Gain Rate<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Ragna}}'''<br />
| 70%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Jin}}'''<br />
| 75%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Noel}}'''<br />
| 75%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Tager}}'''<br />
| 70%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Taokaka}}'''<br />
| 70%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Rachel}}'''<br />
| 80%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Arakune}}'''<br />
| 80%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Bang}}'''<br />
| 70%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Litchi}}'''<br />
| 70%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Carl}}'''<br />
| 80%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Hakumen}}'''<br />
| 30%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Nu-13}}'''<br />
| 70%<br />
|-<br />
|}<br />
<br />
==Rapid Cancel==<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}} after attack connects with opponent and with 50 Heat (air OK)}}<br />
<br />
'''Rapid Cancel''' (commonly abbreviated as just "RC") is inherited from Guilty Gear's Roman Cancel mechanic. Rapid Cancels immediately cancel any attack that does not whiff (in other words, any attack that touches the opponent) and brings yourself back into a neutral state instead of having to wait for the remaining active or recovery frames to play out. These cancels are very powerful for making new frame traps, new combos, or making attacks safe. Even projectiles can be RCed after they touch the opponent!<br />
<br />
There are very few attacks that can not Rapid Canceled, mainly the cinematic parts of attacks and supers.<br />
<br clear='all'/><br />
<br />
==Counter Assault==<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} During Ground Blockstun with 50 Heat}}<br />
<br />
Counter Assaults are one of the few options available to a defender during blockstun. They are invincible attacks that do zero damage, but blow the opponent away, and are useful for escaping an enemy's offensive pressure.<br />
<br />
Every character's Counter Assault is unique, but they share many similarities:<br />
* Invincible startup<br />
* Does zero damage<br />
* Combos including a Counter Assault can not kill the opponent, no matter how much damage is dealt<br />
** They will always survive with at least 1 HP remaining.<br />
* Heat Cooldown for 180 frames<br />
<br style="clear:both;"/><br />
<br />
==Special Attack==<br />
{{InputBadge|Motion Input + {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}}}}<br />
<br />
Special attacks are fancier attacks that have special properties such as invincibility or unique movement. Special attacks typically do 5% of their base damage as chip damage on block unless the opponent uses [[#Barrier|Barrier]].<br />
<br />
Each character's special attacks are unique and are explained in more detail in each character's page.<br />
<br />
==Distortion Drive==<br />
{{InputBadge|Motion Input + {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}}/{{clr|D|D}} with at least 50 Heat}}<br />
<br />
Distortion Drives (commonly referred to as supers) are an even stronger version of Special attacks that deal large amounts of damage or have other special properties like invincibility or powering up the character. Each character's supers are unique and are explained in more detail in each character's page. <br />
<br />
There are some common features:<br />
* All Distortion Drives have a brief moment where they pause time during startup (with a small number of exceptions), called the ''superflash''. Opponents can buffer moves during this time which makes them generally poor moves to throw out at neutral since it's very easy to react to them.<br />
* After the Heat is used, the player will enter 180F of Heat Gauge Cooldown.<br />
* Immediately following the super flash, the opponent cannot burst if they are already in hitstun.<br />
* All hits of a Distortion Drive attack also disable Burst on hit.<br />
* Distortion Drives are often excellent combo enders due to having minimum damage.<br />
* Finishing a round with a Distortion Drive is declared as a Distortion Finish, this is purely a cosmetic effect.<br />
<br />
==Astral Heat==<br />
{{InputBadge|Character Specific Input when conditions are met}}<br />
<br />
Astral Heats are fancy super attacks that will instantly defeat the opponent on hit! Astrals require the following conditions:<br />
* You have 100 Heat.<br />
* You are on match point (if you win this round, you win the match)<br />
* Opponent's health is below 35% at start of the combo.<br />
<br />
Due to these restrictions, Astrals are typically only used as fancy finishing attacks at the ends of combos as there are often more practical and safe ways to use that Heat.<br />
<br />
Astrals '''CAN''' be used in a combo if you build up the 100 Heat by the time you wish to use your Astral. <br />
<br />
Astral Heats are Burst invulnerable throughout their startup, in addition to any other invulnerability they might have; Most Astrals Heats are also fully invulnerable until at least the super flash.<br />
<br clear="all"/><br />
<br />
==Barrier Gauge==<br />
[[File:BBCT_Barrier_Gauge.png|center]]<br />
<br />
10000 points total, a gauge that decreases when you use Barrier to defend. It regenerates 7 points per 10 frames if you stop using Barrier for 120 frames. When it reaches zero, that character enter Danger condition for 600 frames. During this time barrier gauge regenerate back to 5000 points then you can use Barrier again. Learn more about this gauge's usage in the sections below.<br />
<br />
==Barrier==<br />
{{InputBadge|While Guarding, hold {{clr|A|A}} + {{clr|B|B}}}}<br />
<br />
Barrier is an interesting and highly useful technique. It's often used to negate chip damage, but it has other important uses.<br />
<br />
Barrier is often used to end an opponent's offense sooner by pushing them out of attack range. An advanced strategy is to make the opponent's attack miss by pushing him away with Barrier, then counter attack while the opponent is still recovering from his whiffed attack! Note, however, that Barrier and Instant Barrier (described below) do not get any increased pushback against projectiles - you will receive the same pushback as though you had blocked them normally.<br />
<br />
;Notable aspects of Barrier:<br />
* Consumes [[#Barrier Gauge|Barrier Gauge]] while buttons are held<br />
** Emptying the Barrier Gauge will disable Barrier and put you in Danger State<br />
* Can air Barrier to guard almost all air unblockable strikes<br />
* Prevents chip damage and Guard Libra imbalance<br />
* Increases pushback<br />
** This pushback is split between attacker and defender (if one is cornered, then the other experiences the full pushback distance)<br />
* Increases blockstun by 1F<br />
<br />
Just like with Instant Blocking, you still must block high/low attacks correctly when using Barrier.<br />
<br />
Holding [4] + {{clr|A|A}} + {{clr|B|B}} will put you character into blocking posture and prevent walking backwards even when there's nothing to block. This is true even when the Barrier Gauge is empty.<br />
<br style="clear:both;"/><br />
<br />
==Barrier Burst==<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} with Burst icon (air OK)}}<br />
<br />
Bursts are a special type of attack in BlazBlue; it is a fully invincible attack that does no damage and is invincible until recovery. Bursts are useful to interrupt the opponent's combo, thus preventing some damage, but can also be used to cause a Guard Crush on the opponent (if they aren't guarding with Barrier). Be wary - if an opponent anticipates your Burst, they can stop their attack early and punish your recovery. If a Burst is performed, you will have no Barrier gauge and be put in Danger Condition until that round ends.<br />
<br />
The availability of Barrier Burst is indicated in the red symbol below the Health Bar and next to the Barrier Gauge.<br />
<br />
Furthermore, the properties of Burst change depending on the situation in which the Burst is used, and also then based on how much Barrier Gauge is remaining when the character performs their Burst. For the most part, the less Barrier Gauge the character has, the longer it takes for the Burst to start up.<br />
* Gold Burst: 100%<br />
* Green Burst: 50% ~ 99%<br />
* Blue Burst: 1% ~ 49%<br />
<br style="clear:both;"/><br />
<br />
===Disabling Burst===<br />
Burst is temporarily disabled under the following conditions:<br />
* Getting hit by a Throw attribute move, Distortion Drive, or Astral Heat as well as some additional moves, noted in the frame data.<br />
* The opponent activating any move with a super-flash pause. (Distortions and Astral Heats)<br />
* Getting hit by a Burst or [[#Counter Assault|Counter Assault]]<br />
* While attacking, including during an attack's recovery<br />
The Burst Gauge will be crossed out when Burst is unavailable. Burst will be re-enabled after recovering or when none of the above conditions are true.<br />
<br style="clear:both;"/><br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Guard Libra==<br />
Below the timer is the Guard Libra bar (10000 points total). When guarding or forcing your opponent to guard, this gauge will shift. Once it is about 20% left to one side, that character turns blue when blocking. Note that Guard Libra does not recover for 300 frames after blocking a move, getting hit or a knockdown, and then it recovers 7 points per frame until the character blocks or getting hit again. When it fills up completely to one side, the guarding player will undergo a Barrier Crush and will be stunned temporarily.<br />
<br />
Each character has a different rate of Guard Libra reduction. (Higher rate = better defense, vice versa)<br />
<br />
{| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Guard Libra Rates<br />
|-<br />
! Character<br />
! Guard Libra Rate<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Ragna}}'''<br />
| 100%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Jin}}'''<br />
| 120%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Noel}}'''<br />
| 100%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Tager}}'''<br />
| 150%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Taokaka}}'''<br />
| 80%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Rachel}}'''<br />
| 110%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Arakune}}'''<br />
| 90%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Bang}}'''<br />
| 100%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Litchi}}'''<br />
| 110%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Carl}}'''<br />
| 80%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Hakumen}}'''<br />
| 140%<br />
|-<br />
| style="text-align: left" | '''{{CLabel|BBCT|Nu-13}}'''<br />
| 100%<br />
|-<br />
|}<br />
<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Scatteraxishttps://www.dustloop.com/w/GGST/A.B.A/CombosGGST/A.B.A/Combos2024-03-26T09:20:01Z<p>LYCE: /* Combo List */</p>
<hr />
<div>==Combo List==<br />
*All damage values are tested on {{Character Label|GGST|Ky Kiske|label=Ky}} at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.<br />
*This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field). <br />
*The list is focused on most practical examples, not every single option that exists. For more optimal but less practical combos, please check the external resources page. <br />
*The difficulty is ranked on a scale of 1 to 5 ({{clr|1|Very Easy}}, {{clr|2|Easy}}, {{clr|3|Medium}}, {{clr|4|Hard}} and {{clr|5|Very Hard}}) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"<br />
! colspan="9" |'''Regular Starters''' <br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|6H}} > dl {{clr|H|214H}}/{{clr|S|236S}} ~ {{clr|S|6S}}<br />
|position = Anywhere<br />
|damage = 168<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}} <br />
|video = <br />
|notes = {{clr|H|214H}} to enter Jealous Rage, {{clr|S|236S}} ~ {{clr|S|6S}} to remain normal stance<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > dl {{clr|S|236S}} ~ {{clr|S|6S}} WS<br />
|position = Corner<br />
|damage = 168<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}} <br />
|video = [https://youtu.be/mdnQstTaxsI video]<br />
|notes = Used to stay in normal stance and WB with {{clr|H|214H}}/{{clr|H|632146H}} to enter JR. Gives more JR guage than the route below.<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|214H}} WS<br />
|position = Corner<br />
|damage = 170<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}} <br />
|video = [https://youtu.be/WvZ6p7dg7Tk video]<br />
|notes = Used to enter JR before WS. WB with WA for HKD/{{clr|H|632146H}} to kill.<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|5H}} > {{clr|K|214K}}> ({{clr|S|c.S}}) > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}}<br />
|position = Anywhere<br />
|damage = 122 (138)<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}} <br />
|video = <br />
|notes = Will get {{clr|S|c.S}} if CH {{clr|H|5H}} is close enough.<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = CH {{clr|H|6H}} > {{clr|K|214K}}> {{clr|S|c.S}}, 66 {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|H|214H}} WS<br />
|position = Corner<br />
|damage = 159<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}} <br />
|video = <br />
|notes =<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|j.HH}}<br />
|position = Anywhere<br />
|damage = 176<br />
|worksOn = KY<br />
|difficulty = {{clr|2|Easy}}<br />
|video = <br />
|notes =<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.S}} > {{clr|P|j.P}} > {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.SS}}<br />
|position = Anywhere<br />
|damage = 178<br />
|worksOn = KY<br />
|difficulty = {{clr|3|Medium}}<br />
|video = <br />
|notes =<br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.SS}}<br />
|position = Anywhere<br />
|damage = 182<br />
|worksOn = KY<br />
|difficulty = {{clr|4|Hard}}<br />
|video = <br />
|notes =<br />
|recipePC =<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|S|j.S}}, {{clr|K|j.KK}}<br />
|position = Anywhere<br />
|damage = 182<br />
|worksOn = KY<br />
|difficulty = {{clr|4|Hard}}<br />
|video = <br />
|notes =<br />
|recipePC = 194261<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|S|j.S}} > {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > 9jc > {{clr|P|j.PP}}<br />
|position = Cornered<br />
|damage = 180<br />
|worksOn = KY<br />
|difficulty = {{clr|2|Easy}}<br />
|video = <br />
|notes =<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
|}<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center"<br />
! colspan="9" |'''Jealous Rage Starters''' <br />
|-<br />
{{GGST-ComboTableHeader}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|H|j.H}} > land > 66 > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|H|j.H}} > dl > {{clr|H|214H}}<br />
|position = Anywhere<br />
|damage = 187<br />
|worksOn = Everyone<br />
|difficulty = {{clr|K|Easy}} <br />
|video = [https://youtu.be/mGKucWhr_6g video]<br />
|notes = Great corner carry<br />
|recipePC = 193806<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|H|j.H}} > land > 66 > {{clr|S|c.S}} > jc > {{clr|S|j.S}} > dl {{clr|D|j.D}} > land > {{clr|S|c.S}} > {{clr|H|5H}} > WS > ({{clr|H|214H}} or {{clr|H|632146H}})<br />
|position = Starting Position or closer to corner<br />
|damage = 233/269<br />
|worksOn = Everyone<br />
|difficulty = {{clr|3|Medium}}<br />
|video = [https://youtu.be/l1ld6ytG9yk video]<br />
|notes = Use 214H to regain jealous meter or super for max damage and positive bonus<br />
|recipePC = 193813<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} , 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} , (WS > {{clr|H|214H}} or {{clr|H|632146H}})<br />
|position = Anywhere (Midscreen to Corner)<br />
|damage = 241 (279/321)<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}}<br />
|video = <br />
|notes = HKDs allowing the ability to get okizeme. This combo works anywhere on stage however at (Midrange to Corner) it will wall break. Use 214H to regain jealous meter or super for max damage and hard knockdown.<br />
|recipePC = 194159<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = (JR) CH {{clr|H|6H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} , 66{{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}}<br />
|position = Anywhere<br />
|damage = 248<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}}<br />
|video = <br />
|notes = Grants 66 OTG c.S after 623H. WS at the 6H if done from Midscreen distance or closer.<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|K|236K}} > 66 > {{clr|K|5K}} > {{clr|H|623H}} > 66 > {{clr|K|5K}} > {{clr|H|6H}} > WS {{clr|H|214H}} > WB {{clr|H|632146H}}<br />
|position = Midscreen<br />
|damage = 197<br />
|worksOn = Everyone<br />
|difficulty = {{clr|3|Medium}}<br />
|video = <br />
|notes = Works at max range {{clr|K|236K}} at roundstart distance. Needs 14% Meter and 25% Jealousy. Combo Builds 36% meter (Used by super) and 50% Jealousy.<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|623H}} > 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|D|j.D}} > 66 > {{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}} > WS > {{clr|P|63214P}} > {{clr|H|214H}}<br />
|position = Midscreen<br />
|damage = 251<br />
|worksOn = Everyone<br />
|difficulty = {{clr|3|Medium}}<br />
|video = <br />
|notes = Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. Depending on wall health the splat will occur earlier than {{clr|H|5H}}, so make sure to override your gattling with {{clr|P|63214P}} if you see the splat. At roundstart the combo will splat at {{clr|S|f.S}}, further away from the wall the {{clr|H|5H}} is needed.<br />
|recipePC = 193823<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|H|623H}} > 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > 66 > {{clr|K|5K}} WS > {{clr|P|63214P}} > {{clr|H|214H}}<br />
|position = Midscreen<br />
|damage = 270<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}}<br />
|video = <br />
|notes = If done closer than Round Start position, would WS after {{clr|D|j.D}} and deal 266 damage. If done slightly further than Round Start position, could replace {{clr|K|5K}} with {{clr|S|f.S}} > {{clr|H|5H}} and do a microdash before {{clr|H|214H}} to deal 274 damage.<br />
|recipePC =<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|K|236K}} > {{clr|K|5K}} > {{clr|H|6H}} > {{clr|H|623H}} > 66 > {{clr|S|f.S}} , (WS > {{clr|H|214H}} or {{clr|H|632146H}})<br />
|position = Corner<br />
|damage = 187/231<br />
|worksOn = Everyone<br />
|difficulty = {{clr|2|Easy}}<br />
|video = <br />
|notes = Basic conversion from the overhead version of {{clr|K|236K}} when in Jealous Rage. <br />
|recipePC = 193826<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|K|236K}} > {{clr|S|c.S}} > dc > {{clr|H|623H}} > 66 > {{clr|S|c.S}} > {{clr|H|623H}} > WS > {{clr|H|6H}}<br />
|position = Midscreen<br />
|damage = 203<br />
|worksOn = Everyone<br />
|difficulty = {{clr|4|Hard}}<br />
|video = <br />
|notes = This combo does not work at roundstart distance, as the wallsplat will occur too early. It is thus very specific to the exact middle of the screen. {{clr|K|236K}} Needs to be almost point blank for the {{clr|S|c.S}} to connect. {{clr|S|c.S}} then needs to be dash cancelled and the dash needs to be kara cancelled into {{clr|H|623H}} to make the second {{clr|S|c.S}} connect. It is much easier to substitute the second {{clr|S|c.S}} with a {{clr|K|5K}}, as the dash kara cancel is no longer needed. The easier version deals 1 less damage.<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|D|2D}} > {{clr|H|623H}} > 66 > {{clr|S|c.S}} > 9jc > {{clr|S|j.S}} > {{clr|D|j.D}} > 66 > {{clr|S|c.S}} > {{clr|H|6H}} > WS > {{clr|P|63214P}} > {{clr|H|214H}}<br />
|position = Midscreen<br />
|damage = 233<br />
|worksOn = Everyone<br />
|difficulty = {{clr|3|Medium}}<br />
|video = <br />
|notes = Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. {{clr|S|c.S}} can be substituted with {{clr|K|5K}} if {{clr|D|2D}} hit at further ranges.<br />
|recipePC = 194170<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|- <br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > 9jc > {{clr|S|j.SS}}<br />
|position = Anywhere<br />
|damage = 219<br />
|worksOn = Everyone<br />
|difficulty = {{clr|3|Medium}}<br />
|video = <br />
|notes =<br />
|recipePC = <br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
{{GGST-ComboTableRow<br />
|combo = (JR) {{clr|D|5[D]8}} > {{clr|H|j.H}} > 9jc > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > 8jc > {{clr|D|j.DD}}<br />
|position = Anywhere<br />
|damage = 223<br />
|worksOn = Everyone<br />
|difficulty = {{clr|3|Medium}}<br />
|video = <br />
|notes =<br />
|recipePC = 194281<br />
|recipePS = <br />
|checkedVersion = 1.35<br />
}}<br />
|-<br />
|}</div>Eric111https://www.dustloop.com/w/Asuka_RAsuka R2024-03-26T06:56:45Z<p>UnlurkingSentinel: Updating the formatting for the wiki buttons</p>
<hr />
<div><div id="home-content" class="home-grid"><br />
{{card|width=3<br />
|header=General Info<br />
|content=Asuka R♯ (R. Kreutz) is a uniquely complex resource management character. He can tap into a wide range of options with his hand of randomly-drawn Spells (or "cards"), used by spending his Mana gauge, and ranging from convention-violating projectiles to modifying physics itself. He's well-equipped to dominate the fight, but folds quickly when errors are made.<br />
<br />
In the story, Asuka R. Kreutz is the Gear Maker, the man responsible for the Crusades, and former friend of Frederick Bulsara and [https://guiltygear.wiki.gg/wiki/Aria_Hale Aria Hale] (who he turned into the Gears [[Sol_Badguy|Sol Badguy]] and [[Justice|Justice]], respectively). As a former disciple of The Original, Asuka spearheaded the Gear Project in order to safeguard the future of both the world and his friends. However, his errors sparked a hundred years of death and suffering, earning him both worldwide derision as the greatest war criminal in history, and the eternal enmity of Sol. <br />
<br />
He continued to manipulate the world from the shadows with the aid of his servants— [[Raven|Raven]], [[I-No|I-No]], and [[Jack-O|Jack-O']]— in an effort to save mankind, from the mistakes of both his former master, and himself.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Strive Story Spoilers"><br />
As of [[Guilty Gear -Strive-]], Asuka now hides away on the Moon, alone in the space colony Tír na nÓg. On Earth, he gathers research data through his clone-servant, "Asuka R♯".<br />
<div class="home-link__button" style="max-width:575px;margin:0 auto;padding:0.3rem 0rem;">[https://guiltygear.wiki.gg/wiki/{{SUBPAGENAMEE}}♯ {{SUBPAGENAME}}♯ on the Guilty Gear Wiki]</div><br />
</div><br />
{{clear}}<br />
<br />
<div class="home-link__button" style="max-width:575px;margin:0 auto;padding:0.3rem 0rem;">[https://guiltygear.wiki.gg/wiki/Asuka_R._Kreutz Asuka R. Kreutz on the Guilty Gear Wiki]</div><br />
<br />
<gallery heights=250 widths=200><br />
GGST_Asuka_R_Portrait.png|link=GGST/Asuka_R|Strive<br />
</gallery><br />
}}<br />
{{card|width=1<br />
|header=Appearances<br />
|content=<br />
;{{Character Label|GGST|Asuka|label=&#32;}} From Strive<br />
* [[GGST/Asuka_R]]<br />
}}<br />
</div><br />
[[Category:Guilty Gear/Characters]]</div>UnlurkingSentinelhttps://www.dustloop.com/w/GGST/Johnny/CounterstrategyGGST/Johnny/Counterstrategy2024-03-22T12:51:55Z<p>Thunder Kitty: </p>
<hr />
<div>== Fighting Johnny == <br />
<br />
Johnny is a character with long range moves, oppressive mix, and lots of reset opportunities. In exchange for this, he has committal approach options due to his stepdash and subpar offense without having set up cards to utilize his unique mechanic {{MiniMoveCard|chara=Johnny|input=Card hit by Mist Finer|label=Turn up}}. Johnny's main goal is using his big moves to score a knockdown to get an opportunity to set up cards and run safe 50/50 mix that loops into itself on hit.</div>Thunder Kittyhttps://www.dustloop.com/w/GGST/A.B.A/ResourcesGGST/A.B.A/Resources2024-03-21T01:46:19Z<p>Maria.artemis: discord</p>
<hr />
<div>{{GGST/CharacterLinks}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|discord=https://discord.gg/a5azCmtxDU<br />
|twitter=https://twitter.com/search?q=%23GGST_AB<br />
|replays=<br />
}}<br />
</div><br />
<br />
<br />
==Players To Watch==<br />
{{PlayersToWatch|Entries=<br />
<br />
}}<br />
<br />
==Documents==<br />
<br />
==Videos==<br />
<small> ''You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. </small><br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
<br />
==Navigation==<br />
{{GGST/Navigation}}</div>Maria.artemishttps://www.dustloop.com/w/GGST/A.B.A/DataGGST/A.B.A/Data2024-03-21T01:24:26Z<p>PerpetualSoup: /* 2D Data */ active frames have nothing to do with this moves state on block, pretty sure this move is just level 3</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{GGST/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{GGST-character<br />
| name =A.B.A<br />
| defense =-12<br />
| guts =2<br />
| prejump =4<br />
| backdash =24<br />
| backdashDuration =24<br />
| backdashInvuln =1-6F<br />
| backdashAirborne =1-15F<br />
| weight =Normal<br />
| portrait =GGST_A.B.A_Portrait.png<br />
| icon =GGST_A.B.A_Icon.png<br />
| guardBalance =32<br />
| jump_duration =38<br />
| high_jump_duration=46<br />
| jump_height =340.1<br />
| high_jump_height =479<br />
| earliest_iad =8 [high jump: 7]<br />
| ad_duration =18/24<br />
| abd_duration =6/11<br />
| ad_distance =468.125<br />
| abd_distance =195.75<br />
| walk_speed =4.4<br />
| back_walk_speed =3.8<br />
| dash_initial_speed=6<br />
| dash_acceleration =0.15<br />
| dash_friction =100<br />
| jump_gravity =1.9<br />
| high_jump_gravity =1.9<br />
| umo=[[GGST/A.B.A#Haul and Heed|Haul and Heed]]<br />
}}<br />
===Additional Data for Jump and Dash Tables===<br />
{{GGST-character<br />
| name =A.B.A (Jealous Rage)<br />
| defense =-12<br />
| guts =2<br />
| prejump =4<br />
| backdash =16<br />
| backdashDuration =16<br />
| backdashInvuln =1-6F<br />
| backdashAirborne =1-10F<br />
| weight =Normal<br />
| portrait =GGST_A.B.A_Portrait.png<br />
| icon =GGST_A.B.A_Icon.png<br />
| guardBalance =32<br />
| jump_duration =32<br />
| high_jump_duration=37<br />
| jump_height =308<br />
| high_jump_height =486<br />
| earliest_iad =7<br />
| ad_duration =18/24<br />
| abd_duration =6/11<br />
| ad_distance =673.750<br />
| abd_distance =246<br />
| walk_speed =10<br />
| back_walk_speed =3.8<br />
| dash_initial_speed=24.5<br />
| dash_acceleration =0.77<br />
| dash_friction =85<br />
| jump_gravity =2.5<br />
| high_jump_gravity =3<br />
| umo=[[GGST/A.B.A#Haul and Heed|Haul and Heed]]<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invuln=<br />
|damage=20<br />
|startup=5<br />
|active=3<br />
|recovery=8<br />
|onBlock=-1<br />
|onHit=+2<br />
|level=0<br />
|images=GGST A.B.A 5P.png<br />
|hitboxes=GGST A.B.A 5P Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=500<br />
|riscLoss=1500<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 5P<br />
|guard=All<br />
|invuln=<br />
|damage=23<br />
|startup=5<br />
|active=3<br />
|recovery=8<br />
|onBlock=-1<br />
|onHit=+2<br />
|level=0<br />
|images=GGST A.B.A 5P.png<br />
|hitboxes=GGST A.B.A 5P Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=500<br />
|riscLoss=1500<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invuln=<br />
|damage=25<br />
|startup=6<br />
|active=5<br />
|recovery=10<br />
|onBlock=-3<br />
|onHit=0<br />
|level=1<br />
|images=GGST A.B.A 5K.png<br />
|caption=<br />
|hitboxes=GGST A.B.A 5K Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=1000<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 5K<br />
|guard=All<br />
|invuln=<br />
|damage=31<br />
|startup=6<br />
|active=5<br />
|recovery=10<br />
|onBlock=-3<br />
|onHit=0<br />
|level=1<br />
|images=GGST A.B.A 5K.png<br />
|caption=<br />
|hitboxes=GGST A.B.A 5K Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=1000<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invuln=<br />
|damage=38<br />
|startup=7<br />
|active=6<br />
|recovery=10<br />
|onBlock=+1<br />
|onHit=+4<br />
|level=3<br />
|images=GGST A.B.A cS.png<br />
|hitboxes=GGST A.B.A c.S Hitbox.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=2000<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=100%<br />
|prorate=100%<br />
|notes={{FrameDataNotes|GGST|Proximity Range|?}}; Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR c.S<br />
|guard=All<br />
|invuln=<br />
|damage=43<br />
|startup=7<br />
|active=6<br />
|recovery=10<br />
|onBlock=+1<br />
|onHit=KD +?<br />
|level=3<br />
|images=GGST A.B.A cS.png<br />
|hitboxes=GGST A.B.A c.S Hitbox.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=2000<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=100%<br />
|prorate=100%<br />
|notes={{FrameDataNotes|GGST|Proximity Range|270}}<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invuln=<br />
|damage=29<br />
|startup=10<br />
|active=3<br />
|recovery=14<br />
|onBlock=-3<br />
|onHit=0<br />
|level=2<br />
|images=GGST A.B.A fS.png<br />
|caption=Normal mode<br />
|hitboxes=GGST A.B.A f.S Hitbox.png<br />
|hitboxCaption=Normal f.S<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
|notes=Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR f.S<br />
|guard=All<br />
|invuln=<br />
|damage=35<br />
|startup=9<br />
|active=3<br />
|recovery=16<br />
|onBlock=-5<br />
|onHit=-2<br />
|level=2<br />
|images=GGST A.B.A JR fS.png<br />
|caption=Jealous Rage<br />
|hitboxes=GGST A.B.A JR f.S Hitbox.png<br />
|hitboxCaption=In Jealous Rage<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invuln=<br />
|damage=39<br />
|startup=15<br />
|active=3<br />
|recovery=31<br />
|onBlock=-15<br />
|onHit=-12<br />
|level=4<br />
|images=GGST A.B.A 5H.png<br />
|hitboxes=GGST A.B.A 5H Hitbox.png<br />
|hitboxCaption=Normal 5H<br />
|type=normal<br />
|counter=Large<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
|notes=Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 5H<br />
|guard=All<br />
|invuln=<br />
|damage=53<br />
|startup=11<br />
|active=8<br />
|recovery=15<br />
|onBlock=-5<br />
|onHit=-2<br />
|level=4<br />
|images=GGST A.B.A JR 5H.png<br />
|hitboxes=GGST A.B.A JR 5H Hitbox.png<br />
|hitboxCaption=In Jealous Rage<br />
|caption=Jealous Rage<br />
|type=normal<br />
|counter=Large<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=2P<br />
|guard=All<br />
|invuln=<br />
|damage=19<br />
|startup=4<br />
|active=2<br />
|recovery=10<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=0<br />
|images=GGST A.B.A 2P.png<br />
|hitboxes=GGST A.B.A 2P Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=500<br />
|riscLoss=1500<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 2P<br />
|guard=All<br />
|invuln=<br />
|damage=21<br />
|startup=4<br />
|active=2<br />
|recovery=10<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=0<br />
|images=GGST A.B.A 2P.png<br />
|hitboxes=GGST A.B.A 2P Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=500<br />
|riscLoss=1500<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invuln=<br />
|damage=22<br />
|startup=6<br />
|active=5<br />
|recovery=9<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=1<br />
|images=GGST A.B.A 2K.png<br />
|hitboxes=GGST A.B.A 2K Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=750<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=70%<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 2K<br />
|guard=Low<br />
|invuln=<br />
|damage=26<br />
|startup=6<br />
|active=5<br />
|recovery=9<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=1<br />
|images=GGST A.B.A 2K.png<br />
|hitboxes=GGST A.B.A 2K Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=750<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=70%<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=2S<br />
|guard=All<br />
|invuln=<br />
|damage=33<br />
|startup=7<br />
|active=6<br />
|recovery=20<br />
|onBlock=-12<br />
|onHit=-9<br />
|level=2<br />
|images=GGST A.B.A 2S.png<br />
|caption=Normal mode<br />
|hitboxes=GGST A.B.A 2S Hitbox 1.png;GGST A.B.A 2S Hitbox 2.png<br />
|hitboxCaption=Active Frames 7-9\Active Frames 10-12<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
|notes=Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 2S<br />
|guard=All<br />
|invuln=<br />
|damage=44<br />
|startup=9<br />
|active=6<br />
|recovery=17<br />
|onBlock=-9<br />
|onHit=6<br />
|level=2<br />
|images=GGST A.B.A JR 2S.png<br />
|hitboxes=GGST A.B.A JR 2S Hitbox.png;<br />
|hitboxCaption=In Jealous Rage<br />
|caption=Jealous Rage<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=2H<br />
|guard=All<br />
|invuln=<br />
|damage=19,19<br />
|startup=14<br />
|active=3(3)3<br />
|recovery=25<br />
|onBlock=-11<br />
|onHit=KD<br />
|level=3,3<br />
|images=GGST A.B.A 2H.png<br />
|hitboxes=GGST A.B.A 2H Hitbox.png;GGST A.B.A 2H Hitbox 2.png<br />
|hitboxCaption=Active Frames 14-16\Active Frames 20-22<br />
|type=normal<br />
|counter=Large×2<br />
|riscGain=<br />
|riscLoss=1000<br />
|wallDamage=250×2<br />
|OTGRatio=60%<br />
|prorate=90%<br />
|notes=Gain 600x2 Jealousy Gauge on hit, 300x2 on block (10%/5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 2H<br />
|guard=Low, Low<br />
|invuln=<br />
|damage=20,31<br />
|startup=16<br />
|active=2,3<br />
|recovery=25<br />
|onBlock=-9<br />
|onHit=KD<br />
|level=4,4<br />
|images=GGST A.B.A JR 2H.png<br />
|hitboxes=GGST A.B.A JR 2H Hitbox.png;GGST A.B.A JR 2H Hitbox 2.png<br />
|hitboxCaption=In Jealous Rage, Frames 16-17\In Jealous Rage, Frames 18-20<br />
|caption=Jealous Rage<br />
|type=normal<br />
|counter=Large×2<br />
|riscGain=<br />
|riscLoss=1000<br />
|wallDamage=250×2<br />
|OTGRatio=60%<br />
|prorate=90%<br />
|notes=<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invuln=<br />
|damage=17<br />
|startup=5<br />
|active=4<br />
|recovery=14<br />
|onBlock=<br />
|onHit=<br />
|level=0<br />
|images=GGST A.B.A jP.png<br />
|hitboxes=GGST A.B.A j.P Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=375<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR j.P<br />
|guard=High<br />
|invuln=<br />
|damage=22<br />
|startup=5<br />
|active=4<br />
|recovery=14<br />
|onBlock=<br />
|onHit=<br />
|level=0<br />
|images=GGST A.B.A jP.png<br />
|hitboxes=GGST A.B.A j.P Hitbox.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=375<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invuln=<br />
|damage=22<br />
|startup=6<br />
|active=8<br />
|recovery=12<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|images=GGST A.B.A jK.png<br />
|hitboxes=GGST A.B.A j.K Hitbox 1.png;GGST A.B.A j.K Hitbox 2.png;GGST A.B.A j.K Hitbox 3.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=750<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR j.K<br />
|guard=High<br />
|invuln=<br />
|damage=22<br />
|startup=6<br />
|active=8<br />
|recovery=12<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|images=GGST A.B.A jK.png<br />
|hitboxes=GGST A.B.A j.K Hitbox 1.png;GGST A.B.A j.K Hitbox 2.png;GGST A.B.A j.K Hitbox 3.png<br />
|type=normal<br />
|counter=Small<br />
|riscGain=750<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invuln=<br />
|damage=28<br />
|startup=7<br />
|active=4<br />
|recovery=16<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|images=GGST A.B.A jS.png<br />
|caption=Normal mode<br />
|hitboxes=GGST A.B.A j.S Hitbox.png<br />
|hitboxCaption=Normal j.S<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
|notes=Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR j.S<br />
|guard=High<br />
|invuln=<br />
|damage=36<br />
|startup=8<br />
|active=6<br />
|recovery=18<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|images=GGST A.B.A JR jS.png<br />
|hitboxes=GGST A.B.A JR j.S Hitbox.png<br />
|hitboxCaption=In Jealous Rage<br />
|caption=Jealous Rage<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=80%<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invuln=<br />
|damage=34<br />
|startup=16<br />
|active=4<br />
|recovery=13<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|images=GGST A.B.A jH.png<br />
|caption=Normal mode<br />
|hitboxes=GGST A.B.A j.H Hitbox.png<br />
|hitboxCaption=Normal j.H<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=100%<br />
|prorate=80%<br />
|notes=Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR j.H<br />
|guard=High<br />
|invuln=<br />
|damage=48<br />
|startup=11<br />
|active=4<br />
|recovery=?<br />
|onBlock=<br />
|onHit=KD<br />
|level=2<br />
|images=GGST A.B.A JR jH.png<br />
|hitboxes=GGST A.B.A JR j.H Hitbox 1.png;GGST A.B.A JR j.H Hitbox 2.png<br />
|hitboxCaption=In Jealous Rage, Frames 11-12\Active Frames 13-14<br />
|caption=Jealous Rage<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=100%<br />
|prorate=80%<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=j.D<br />
|guard=All<br />
|invuln=<br />
|damage=38<br />
|startup=17<br />
|active=Until Landing<br />
|recovery=Until Landing + 6<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|images=GGST A.B.A jD.png<br />
|caption=Normal mode<br />
|hitboxes=GGST A.B.A j.D Hitbox.png<br />
|hitboxCaption=Normal j.D<br />
|type=normal<br />
|counter=Very Small<br />
|riscGain=500<br />
|riscLoss=1000<br />
|wallDamage=500<br />
|OTGRatio=80%<br />
|prorate=80%<br />
|notes=Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR j.D<br />
|guard=All<br />
|invuln=<br />
|damage=48<br />
|startup=11<br />
|active=4<br />
|recovery=13<br />
|onBlock=<br />
|onHit=KD<br />
|level=2<br />
|images=GGST A.B.A JR jD.png<br />
|caption=Jealous Rage<br />
|hitboxes=GGST A.B.A JR j.D Hitbox.png<br />
|hitboxCaption=In Jealous Rage<br />
|type=normal<br />
|counter=Very Small<br />
|riscGain=500<br />
|riscLoss=1000<br />
|wallDamage=500<br />
|OTGRatio=80%<br />
|prorate=80%<br />
|notes=<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invuln=1-2 Upper Body/3-16 Above Knees<br />
|damage=29<br />
|startup=11<br />
|active=6<br />
|recovery=20<br />
|onBlock=-12<br />
|onHit=-9<br />
|level=2<br />
|images=GGST A.B.A 6P.png<br />
|caption=<br />
|hitboxes=GGST A.B.A 6P Hitbox 1.png;GGST A.B.A 6P Hitbox 2.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|wallDamage=500<br />
|OTGRatio=80%<br />
|prorate=90%<br />
|notes={{FrameDataNotes|GGST|Initial Combo Decay|20}}; Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 6P<br />
|guard=All<br />
|invuln=1-2 Upper Body/3-16 Above Knees<br />
|damage=34<br />
|startup=11<br />
|active=6<br />
|recovery=20<br />
|onBlock=-12<br />
|onHit=-9<br />
|level=2<br />
|images=GGST A.B.A 6P.png<br />
|caption=<br />
|hitboxes=GGST A.B.A 6P Hitbox 1.png;GGST A.B.A 6P Hitbox 2.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|wallDamage=500<br />
|OTGRatio=80%<br />
|prorate=90%<br />
|notes={{FrameDataNotes|GGST|Initial Combo Decay|20}}<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=6H<br />
|guard=All<br />
|invuln=<br />
|damage=49<br />
|startup=17<br />
|active=6<br />
|recovery=25<br />
|onBlock=-12<br />
|onHit=KD<br />
|notes=<br />
|level=4<br />
|images=GGST A.B.A 6H.png<br />
|caption=Normal mode<br />
|hitboxes=GGST A.B.A 6H Hitbox 1.png;GGST A.B.A 6H Hitbox 2.png<br />
|hitboxCaption=Active Frames 17-19\Active Frames 20-22<br />
|type=normal<br />
|counter=Large<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|wallDamage=500<br />
|OTGRatio=80%<br />
|prorate=90%<br />
|notes=Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 6H<br />
|guard=All<br />
|invuln=<br />
|damage=62<br />
|startup=17<br />
|active=6<br />
|recovery=25<br />
|onBlock=-12<br />
|onHit=KD<br />
|notes=<br />
|level=4<br />
|images=GGST A.B.A JR 6H.png<br />
|caption=Jealous Rage<br />
|hitboxes=GGST A.B.A 6H Hitbox 1.png;GGST A.B.A JR 6H Hitbox 2.png<br />
|hitboxCaption=In Jealous Rage, Active Frames 17-19\Active Frames 20-22<br />
|type=normal<br />
|counter=Large<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|wallDamage=500<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invuln=<br />
|damage=29<br />
|startup=10<br />
|active=6<br />
|recovery=17<br />
|onBlock=-9<br />
|onHit=HKD +??<br />
|notes=<br />
|level=2<br />
|images=GGST A.B.A 2D.png<br />
|caption=Normal mode<br />
|hitboxes=GGST A.B.A 2D Hitbox.png<br />
|hitboxCaption=Normal 2D<br />
|type=normal<br />
|counter=Large<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=<br />
|input=JR 2D<br />
|guard=Low<br />
|invuln=<br />
|damage=36<br />
|startup=12<br />
|active=6<br />
|recovery=20<br />
|onBlock=-9<br />
|onHit=HKD +??<br />
|notes=<br />
|level=3<br />
|images=GGST A.B.A JR 2D.png<br />
|hitboxes=GGST A.B.A JR 2D Hitbox.png<br />
|hitboxCaption=In Jealous Rage<br />
|caption=Jealous Rage<br />
|type=normal<br />
|counter=Large<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|wallDamage=300<br />
|OTGRatio=80%<br />
|prorate=90%<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Uncharged<br />
|input=5D<br />
|guard=High<br />
|invuln=none<br />
|damage=45<br />
|startup=20<br />
|active=4<br />
|recovery=25<br />
|onBlock=-15<br />
|onHit=0<br />
|level=2<br />
|images=GGST A.B.A 5D.png<br />
|hitboxes=GGST A.B.A 5D Hitbox.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=3000 [1000]<br />
|wallDamage=700 (900)<br />
|OTGRatio=60%<br />
|prorate=80%<br />
|notes={{FrameDataNotes|GGST|5D}}<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Uncharged<br />
|input=JR 5D<br />
|guard=High<br />
|invuln=none<br />
|damage=45<br />
|startup=20<br />
|active=4<br />
|recovery=25<br />
|onBlock=-15<br />
|onHit=0<br />
|level=2<br />
|images=GGST A.B.A 5D.png<br />
|hitboxes=GGST A.B.A 5D Hitbox.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=3000 [1000]<br />
|wallDamage=700 (900)<br />
|OTGRatio=60%<br />
|prorate=80%<br />
|notes={{FrameDataNotes|GGST|5D}}<br />
}}<br />
<br />
===5[D] Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Charged<br />
|input=5[D]<br />
|guard=High<br />
|invuln=none<br />
|damage= 56<br />
|startup=28<br />
|active=4<br />
|recovery=25<br />
|onBlock=-10<br />
|onHit=KD +36<br />
|level=4<br />
|images=GGST A.B.A 5D.png<br />
|hitboxes=GGST A.B.A 5D Hitbox.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1875<br />
|riscLoss=1500 [1000]<br />
|wallDamage=0 (200)<br />
|OTGRatio=60%<br />
|prorate=100%<br />
|notes={{FrameDataNotes|GGST|5[D]}}<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Charged<br />
|input=JR 5[D]<br />
|guard=High<br />
|invuln=none<br />
|damage= 56<br />
|startup=28<br />
|active=4<br />
|recovery=25<br />
|onBlock=-10<br />
|onHit=KD +36<br />
|level=4<br />
|images=GGST A.B.A 5D.png<br />
|hitboxes=GGST A.B.A 5D Hitbox.png<br />
|type=normal<br />
|counter=Mid<br />
|riscGain=1875<br />
|riscLoss=1500 [1000]<br />
|wallDamage=0 (200)<br />
|OTGRatio=60%<br />
|prorate=100%<br />
|notes={{FrameDataNotes|GGST|5[D]}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Ground Throw<br />
|input=6D or 4D<br />
|guard= Ground Throw<br />
|invuln=none<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38<br />
|onBlock=<br />
|onHit=HKD +55<br />
|images=GGST A.B.A Ground Throw.png<br />
|hitboxes=GGST A.B.A Ground Throw Hitbox.png<br />
|caption=<br />
|type=other<br />
|riscLoss=2500<br />
|wallDamage=1000<br />
|prorate=50%<br />
|notes={{FrameDataNotes|GGST|Throw}}<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Air Throw<br />
|input=j.6D or j.4D<br />
|guard=Air Throw<br />
|invuln=none<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38 or Until Landing+10<br />
|onBlock=<br />
|onHit=HKD +48 (IAD)<br />
|images=GGST A.B.A Air Throw.png<br />
|hitboxes=GGST A.B.A Air Throw Hitbox.png<br />
|caption=Stay down<br />
|type=other<br />
|riscLoss=2500<br />
|wallDamage=1000<br />
|prorate=50%<br />
|notes={{FrameDataNotes|GGST|Air Throw|is lowest at the peak of a normal jump and highest at lowest and highest possible heights (+47 to +49)}}<br />
}}<br />
<br />
===236D Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Wild Assault<br />
|input=236D<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=20~31<br />
|active=3<br />
|recovery=20<br />
|onBlock=+13<br />
|onHit=Stagger +12<br />
|level=4<br />
|counter=Mid<br />
|notes={{FrameDataNotes|GGST|Wild Assault Blue Uncharged}}<br />
|images=GGST A.B.A 236D.png<br />
|hitboxes=GGST A.B.A 236D Hitbox.png<br />
|type=other<br />
|riscGain=2500<br />
|riscLoss=3000<br />
|wallDamage=700<br />
|inputTension=0<br />
|chipRatio=25%<br />
|OTGRatio=<br />
|prorate=90%<br />
|caption=<br />
|invuln=<br />
|cancel=<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Wild Assault<br />
|input=236[D]<br />
|guard=<br />
|invul=<br />
|damage=50<br />
|startup=32<br />
|active=3<br />
|recovery=20<br />
|onBlock=+17<br />
|onHit=HKD +71<br />
|level=4<br />
|counter=Mid<br />
|notes={{FrameDataNotes|GGST|Wild Assault Blue Charged}}<br />
|images=GGST A.B.A 236D.png<br />
|hitboxes=GGST A.B.A 236D Hitbox.png<br />
|type=other<br />
|riscGain=2500<br />
|riscLoss=2000<br />
|wallDamage=700<br />
|inputTension=0<br />
|chipRatio=25%<br />
|caption=<br />
|OTGRatio=<br />
|prorate=100%<br />
|invuln=<br />
|cancel=<br />
}}<br />
<br />
===Finish Blow Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Finish Blow<br />
|input=j.XX during Homing Jump<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=HKD +23<br />
|level=4<br />
|notes=Hitstop on hit: 30F;Unburstable on hit.<br />
|images=<br />
|hitboxes=<br />
|type=other<br />
|riscGain=<br />
|riscLoss=1000<br />
|wallDamage=0<br />
|prorate=<br />
|invuln=<br />
|cancel=<br />
}}<br />
<br />
===Dash Cancel Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Dash Cancel<br />
|input=66<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 22<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=<br />
|hitboxes=<br />
|type=other<br />
|riscGain=<br />
|riscLoss=<br />
|wallDamage=<br />
|prorate=<br />
|invuln=<br />
|cancel=<br />
|notes={{FrameDataNotes|GGST|Dash Cancel}}<br />
}}<br />
<br />
==Special Moves==<br />
===214H Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Bonding and Dissolving<br />
|input=214H<br />
|guard=All (Guard Crush)<br />
|invuln=<br />
|damage=10,20,30<br />
|startup=12<br />
|active=4<br />
|recovery=30<br />
|onBlock=+2<br />
|onHit=KD +31<br />
|level=<br />
|counter=None<br />
|images=GGST A.B.A 214H.png;GGST A.B.A 214H 2.png<br />
|hitboxes=GGST A.B.A 214H Hitbox.png<br />
|type=special<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption= This is where the fun begins<br />
|walldamage= ?<br />
|hitboxCaption=<br />
|notes=Enters Jealous Rage on hit; Gain 3000 Jealousy Gauge on hit, 1500 on block (25%/12.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR Bonding and Dissolving<br />
|input=JR 214H<br />
|guard=All (Guard Crush)<br />
|invuln=<br />
|damage=10,20,30<br />
|startup=12<br />
|active=4<br />
|recovery=30<br />
|onBlock=+2<br />
|onHit=KD +31<br />
|level=<br />
|counter=None<br />
|images=GGST A.B.A 214H.png<br />
|hitboxes=GGST A.B.A 214H Hitbox.png<br />
|type=special<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=Exits Jealous Rage on hit and gains 3000 Jealousy (25%)<br />
}}<br />
<br />
===63214P Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Changing and Swaying<br />
|input=63214P<br />
|guard=<br />
|invuln=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 29<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|images=GGST A.B.A 63214P.png<br />
|hitboxes=GGST A.B.A 63214P Hitbox.png<br />
|type=special<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=Activation<br />
|hitboxCaption=<br />
|notes=12000 total units in the Jealousy gauge; Start every round at 6000 Jealousy units (50%); 3000 Minimum Jealousy units Required (25%); While in Jealous Rage lose 20 Jealousy units per frame (10% per second), guage does not decrease during hitstop/blockstop<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR Changing and Swaying<br />
|input=JR 63214P<br />
|guard=<br />
|invuln=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 29<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|images=GGST A.B.A JR 63214P.png<br />
|hitboxes=GGST A.B.A JR 63214P Hitbox.png<br />
|type=special<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=Deactivation<br />
|hitboxCaption=<br />
|notes=Exits Jealous Rage and restores 50% of the Jealousy Gauge used during that Rage<br />
}}<br />
<br />
===214K Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Haul and Heed<br />
|input=214K<br />
|guard=<br />
|invuln=1-2 Upper Body/3-18 Above Knees/19-23 Upper Body<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 26<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|images=GGST A.B.A 214K.png<br />
|hitboxes=GGST A.B.A 214K Hitbox 1.png;GGST A.B.A 214K Hitbox 2.png;GGST A.B.A 214K Hitbox 3.png<br />
|hitboxCaption=Frame 1-2\Frames 3-18\Frames 19-23<br />
|type=special<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR Haul and Heed<br />
|input=JR 214K<br />
|guard=<br />
|invuln=1-2 Upper Body/3-18 Above Knees/19-23 Upper Body<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 26<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|images=GGST A.B.A 214K.png<br />
|hitboxes=GGST A.B.A 214K Hitbox 1.png;GGST A.B.A 214K Hitbox 2.png;GGST A.B.A 214K Hitbox 3.png<br />
|type=special<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
===236K Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Intertwine and Tilt<br />
|input=236K<br />
|guard=All<br />
|invuln=7-10 Below Waist/11-16 Below Head/17-22 Below Waist<br />
|damage=34<br />
|startup=17<br />
|active=6<br />
|recovery=12<br />
|onBlock=-1<br />
|onHit=KD +31<br />
|level=3<br />
|counter=Medium<br />
|images=GGST A.B.A 236K.png<br />
|hitboxes=GGST A.B.A 236K Hitbox 1.png;GGST A.B.A 236K Hitbox 2.png;GGST A.B.A 236K Hitbox 3.png<br />
|hitboxCaption=Frames 7-10\Frames 17-19\Frames 20-22<br />
|type=special<br />
|riscGain=2000<br />
|riscLoss=1000<br />
|inputTension=<br />
|chipRatio=25%<br />
|wallDamage=300<br />
|prorate=80%<br />
|caption=Normal mode<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR Intertwine and Tilt<br />
|input=JR 236K<br />
|guard=High<br />
|invuln=5-17 Below Head<br />
|damage=40<br />
|startup=18<br />
|active=6<br />
|recovery=15<br />
|onBlock=-2<br />
|onHit=KD +38<br />
|level=4<br />
|counter=Medium<br />
|images=GGST A.B.A JR 236K.png<br />
|hitboxes=GGST A.B.A JR 236K Hitbox 1.png;GGST A.B.A JR 236K Hitbox 2.png<br />
|hitboxCaption=Frames 18-20\Frames 21-23<br />
|type=special<br />
|riscGain=2500<br />
|riscLoss=2000<br />
|inputTension=<br />
|prorate=80%<br />
|chipRatio=25%<br />
|wallDamage=700<br />
|caption=Jealous Rage<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
===236S Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Menace and Groan<br />
|input=236S<br />
|guard=All<br />
|invuln=<br />
|damage=25<br />
|startup=12<br />
|active=3<br />
|recovery=16<br />
|onBlock=-5<br />
|onHit=-2<br />
|level=2<br />
|counter=Very Small<br />
|images=GGST A.B.A 236S.png<br />
|hitboxes=GGST A.B.A 236S Hitbox.png<br />
|type=special<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|inputTension=<br />
|chipRatio=25%<br />
|wallDamage=300<br />
|prorate=80%<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR Menace and Groan<br />
|input=JR 236S<br />
|guard=All<br />
|invuln=<br />
|damage=30<br />
|startup=12<br />
|active=3<br />
|recovery=16<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=3<br />
|counter=Very Small<br />
|images=GGST A.B.A 236S.png<br />
|hitboxes=GGST A.B.A 236S Hitbox.png<br />
|type=special<br />
|riscGain=2000<br />
|riscLoss=1000<br />
|inputTension=<br />
|chipRatio=25%<br />
|wallDamage=300<br />
|prorate=80%<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
===236S~6S Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Restriction and Constraint<br />
|input=236S~6S<br />
|guard=Low<br />
|invuln=<br />
|damage=38<br />
|startup=11<br />
|active=3<br />
|recovery=31<br />
|onBlock=-15<br />
|onHit=HKD +42<br />
|level=4<br />
|counter=Very Small<br />
|images=GGST A.B.A 236S 6S.png<br />
|hitboxes=GGST A.B.A 236S 6S Hitbox.png<br />
|type=special<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|inputTension=<br />
|chipRatio=25%<br />
|wallDamage=300<br />
|prorate=80%<br />
|caption=<br />
|hitboxCaption=<br />
|notes=Gain 3000 Jealousy Gauge on hit, 1500 on block (25%/12.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR Restriction and Constraint<br />
|input=JR 236S~6S<br />
|guard=Low<br />
|invuln=<br />
|damage=52<br />
|startup=11<br />
|active=3<br />
|recovery=31<br />
|onBlock=-15<br />
|onHit=HKD +60<br />
|level=4<br />
|counter=Very Small<br />
|images=GGST A.B.A 236S 6S.png<br />
|hitboxes=GGST A.B.A 236S 6S Hitbox.png<br />
|type=special<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|inputTension=<br />
|chipRatio=25%<br />
|wallDamage=300<br />
|prorate=80%<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
===214S Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Frenzy and Astonishment<br />
|input=214S<br />
|guard=<br />
|invuln= 7-22F Guard Point<br />
|damage=<br />
|startup= 7<br />
|active= 16<br />
|recovery= 15<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST A.B.A 214S.png<br />
|hitboxes=GGST A.B.A 214S Hitbox.png<br />
|type=special<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption= <br />
|hitboxCaption=<br />
|notes=Gain 3000 Jealousy Gauge on successful guard point (25%)<br />
}}<br />
<br />
===623H Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Judgment and Sentiment<br />
|input=623H<br />
|guard=All (Guard Crush)<br />
|invuln=9-? Guard Point<br />
|damage=30, 70<br />
|startup=17<br />
|active=6(20)3<br />
|recovery=25<br />
|onBlock=+4<br />
|onHit=HKD +54<br />
|level=4, 4<br />
|counter=Large, Very Small<br />
|images=GGST A.B.A 623H 1.png;GGST A.B.A 623H 2.png;<br />
|hitboxes=GGST A.B.A 623H Hitbox 1.png;GGST A.B.A 623H Hitbox 2.png<br />
|type=special<br />
|riscGain=1200×2<br />
|riscLoss=2000<br />
|inputTension=<br />
|prorate=60%<br />
|wallDamage=350×2<br />
|chipRatio=50%<br />
|caption=First Hit\Second Hit<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
===JR Deactivation===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Jealous Rage Deactivation<br />
|input=JR Deactivation<br />
|guard=<br />
|invuln=1F All<br>2-11F Block<br />
|damage=<br />
|startup=1+(59 Flash)<br />
|active=<br />
|recovery=10<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|images=<br />
|hitboxes=<br />
|type=special<br />
|riscGain=<br />
|riscLoss=<br />
|inputTension=<br />
|prorate=<br />
|wallDamage=<br />
|chipRatio=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
==Overdrives==<br />
===632146H Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=The Law is Key, Key is King.<br />
|input=632146H<br />
|guard=All<br />
|invuln=<br />
|damage=30,70<br />
|startup=7+3<br />
|active=4(64)8<br />
|recovery=59<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST A.B.A 632146H 1.png;GGST A.B.A 632146H 2.png;GGST A.B.A 632146H 3.png<br />
|hitboxes=GGST A.B.A 632146H Hitbox 1.png;GGST A.B.A 632146H Hitbox 2.png;GGST A.B.A 632146H Hitbox 3.png<br />
|type=super<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=Gain 3000 Jealousy Gauge on hit, 1500 on block (25%/12.5%)<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR The Law is Key, Key is King.<br />
|input=JR 632146H<br />
|guard=All<br />
|invuln=<br />
|damage=50, 25x2, (40~95)<br />
|startup=7+3<br />
|active=4(64)8<br />
|recovery=59<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|images=GGST A.B.A 632146H 1.png;GGST A.B.A 632146H 2.png;GGST A.B.A 632146H 3.png<br />
|hitboxes=GGST A.B.A 632146H Hitbox 1.png;GGST A.B.A 632146H Hitbox 2.png;GGST A.B.A 632146H Hitbox 3.png<br />
|type=super<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
===632146K Data===<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=Keeper of the Key<br />
|input=632146K<br />
|guard=All (Guard Crush)<br />
|invuln=<br />
|damage=60<br />
|startup=7+7<br />
|active=10<br />
|recovery=Total 83<br />
|onBlock=+6<br />
|onHit=+41 HKD<br />
|level=<br />
|images=GGST A.B.A 632146K.png<br />
|hitboxes=GGST A.B.A 632146K Hitbox.png<br />
|type=super<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=A.B.A<br />
|name=JR Keeper of the Key<br />
|input=JR 632146K<br />
|guard=All (Guard Crush)<br />
|invuln=<br />
|damage=30,30,60<br />
|startup=7+7<br />
|active=6(15)6(16)6<br />
|recovery=Total 83<br />
|onBlock=+49<br />
|onHit=+74 HKD<br />
|level=<br />
|images=GGST A.B.A 632146K.png<br />
|hitboxes=GGST A.B.A 632146K Hitbox.png<br />
|type=super<br />
|riscGain=<br />
|inputTension=<br />
|prorate=<br />
|caption=<br />
|hitboxCaption=<br />
|notes=<br />
}}<br />
<br />
==Navigation==<br />
{{GGST/Navigation}}</div>Maria.artemishttps://www.dustloop.com/w/GGST/A.B.AGGST/A.B.A2024-03-21T01:09:43Z<p>Sundergart: /* {{clr|D|j.D}} */</p>
<hr />
<div>==Overview==<br />
{{GGST/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= A.B.A is a rushdown/brawler who is defined by her polarized stances. She spends the game switching back and forth between being a slow, weak, pitiful excuse of a character and an offensive powerhouse with scary damage and oppressive moves. Managing these stances; when to switch between them, how you switch between them, and what you do in them are the skills one must have to master this character.<br />
<br />
A.B.A starts each round in Normal Mode, in which she has pathetic mobility with miserable walk/dash speeds (though this is somewhat compensated by her {{keyword|low profile}} {{MMC|chara=A.B.A|input=214K|label=command dash}}) as well as underwhelming offense. Plainly put, A.B.A is not very good in normal mode, and as such her gameplan involves building her Jealousy Gauge with her {{clr|S|S}} and {{clr|H|HS}} normals, {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}}, and moves like {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} so she can eventually get in and safely switch into...<br />
<br />
...Jealous Rage, an {{keyword|install}} state and A.B.A's signature feature which improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility on par with the fastest characters in the game, greatly improved {{clr|S|S}} and {{clr|H|HS}} normals, enhanced special moves, the new all-around excellent special move {{MMC|input=623H|label=Judgement and Sentiment}}, a monstrous damage boost to her supers, and more. Her mixup game, combo potential, neutral presence, block pressure, and especially her damage output all become significantly better. Plainly put, A.B.A is very, very good in Jealous Rage, and it is important to spend as much time in this mode as possible.<br />
<br />
All this being said, her overbearing strengths come with weaknesses. As mentioned, A.B.A is very sluggish in normal mode, making it difficult for her to get in and safely switch into Jealous Rage. Once Jealousy Gauge expires, she is forced to go into a canned animation not unlike {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}} which leaves her at a disadvantage that the opponent can play around. While she does have some decent defensive tools like a 4-frame {{MMC|input=2p|label={{clr|P|2P}}}}, {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}}, and {{MMC|input=623H|label=Judgement and Sentiment}}, she lacks a true reversal outside of her slow {{MMC|chara=A.B.A|input=632146H|label=reversal super}}.<br />
<br />
All in all, A.B.A is a temperamental and volatile character with some euphoric highs and miserable lows. She requires strong resource management skills to play effectively, as poor decision-making can leave you stuck as a low-tier carrying around a 300-pound key. But if you play your cards right, you can unlock one of the scariest characters in all of Guilty Gear -Strive-.<br />
<br />
}}<br />
{{GGST/Infobox<br />
| fastestAttack = {{MMC|input=2p|label={{clr|P|2P}}}} (4F)<br />
| reversal = [[#The Law is Key, Key is King.| The Law is Key, Key is King.]]<br />
}}<br />
{{ReasonsToPick<br />
|intro={{Character Label|GGST|A.B.A}} is a volatile stance character who starts off slow and weak and wants to find a way into her powerful install state so she can dominate the match with her versatile neutral and oppressive offense.<br />
|pickMe=<br />
*Powering up over time to overwhelm your opponent with enhanced offense and high speed.<br />
*A clear win condition with many means of access.<br />
*A variety of defensive tools, including a fast reversal, a parry, and evasive moves.<br />
*Effective space control with powerful anti airs and large buttons.<br />
<br />
|avoidMe=<br />
*Some tools not being available at all times.<br />
*Limited time in your advantage state, with having to "earn" it again when it passes.<br />
*An extreme lack of mobility outside of Jealous Rage.<br />
*A large portion of your moveset having different properties depending on the state of the match.<br />
*A "feast or famine" playstyle, forcing you to play well to survive in Normal Mode.<br />
}}<br />
</div><br />
<br />
===<span style="display: none;">Jealous Rage</span>===<br />
{{card|width=4<br />
|header=Unique Mechanic: Jealous Rage<br />
|content=[[File:GGST A.B.A Jealousy Gauge.png|thumb|right|300px|A.B.A's Jealousy Gauge.]]<br />
A.B.A starts the round in '''Normal Mode''' or NM. '''Jealous Rage''' is an {{keyword|install}} state in which A.B.A is greatly powered up for a short period of time. The benefits include:<br />
* A slight damage buff to all moves.<br />
* Greatly improved {{clr|S|S}} and {{clr|H|HS}} normals.<br />
* The ability to use the extremely powerful {{MMC|chara=A.B.A|input=623H|label=Judgment and Sentiment}} ({{clr|H|623H}}).<br />
* New properties on existing special moves (for example, {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} ({{clr|K|214K}}) travels a greater distance).<br />
* Immensely improved movement, replacing her {{keyword|step dash}} with a run on par with {{Character Label|GGST|Chipp|label=Chipp Zanuff}}.<br />
While in Normal Mode, A.B.A requires meter in her '''Jealousy Gauge''' to enter Jealous Rage. The Jealousy Gauge is filled by landing certain attacks, or by absorbing a hit with {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}} ({{clr|S|214S}}). While in Jealous Rage, the gauge will automatically deplete over time - upon running out of Jealousy Gauge, A.B.A will automatically exit Jealous Rage and return to Normal Mode.<br />
<br />
A.B.A has a diverse set of tools to use to swap between Normal Mode and Jealous Rage, including {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} ({{clr|P|63214P}}), {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} ({{clr|H|214H}}) and {{MMC|chara=A.B.A|input=632146H|label=The Law is Key, Key is King.}} ({{clr|H|632146H}}). Using any of these moves will swap A.B.A in and out of Jealous Rage, and careful management of this gauge is ''key'' to playing A.B.A well.<br />
<br />
<small>''Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.''</small><br />
{{clear}}<br />
}}<br />
<br />
==Normal Moves==<br />
{{FrameChartKey}}<br />
<br />
===<big>{{clr|P|5P}}</big>===<br />
{{GGST_Move_Card<br />
|input=5P, JR 5P<br />
|versioned=input<br />
|frameChart=auto<br />
|description=A standard 5F jab. {{clr|P|2P}} is generally preferable for abare due to its better speed, but {{clr|P|5P}} has slightly better range and is still faster than A.B.A's {{clr|K|K}} normals.<br />
* Whiffs on crouchers, even Potemkin<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|5K}}</big>===<br />
{{GGST_Move_Card<br />
|input=5K, JR 5K<br />
|versioned=input<br />
|frameChart=auto<br />
|description= A fairly standard {{clr|K|5K}}. Serves as an excellent poke that's fast, combos into a hard knockdown with {{clr|D|2D}}, and can stuff out some lows. <br />
* Can be used as a slower but longer-ranged abare poke<br />
* A.B.A's leg goes relatively high, letting this move beat out some low pokes<br />
* Retracts her leg hurtbox quickly after the active frames, making it somewhat difficult to whiff punish<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|c.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=c.S, JR c.S<br />
|versioned=input<br />
|frameChart=auto<br />
|description=A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, etc. <br />
<br />
* Fills 5% of the Jealousy Gauge on hit, and half that on block<br />
* Spikes airborne opponents down into a ground bounce<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move deals more damage and launches grounded opponents, giving access to some new routes like {{clr|S|c.S}} > {{clr|S|2S}} for a high launch.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|f.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=f.S, JR f.S<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
{{clr|S|f.S}} is very small for a poke and has no disjoint, but it advances slightly with surprisingly good recovery.<br />
<br />
This move is only -3 on block with effective cancels such as {{clr|H|2H}}, {{clr|H|5H}}, {{clr|H|214H}}, {{clr|S|236S}}, and {{clr|K|236K}}, making it a strong tool for stagger pressure. <br />
<br />
Though it is difficult to threaten throw without using the fairly reactable {{clr|K|214K}}, A.B.A gets meter, Jealousy Gauge, and RISC build even if her opponent is simply downbacking, encouraging them to seek an escape.<br />
<br />
* Fills 5% of the Jealousy Gauge on hit, and half that on block<br />
----<br />
; Jealous Rage<br />
Jealous Rage {{clr|S|f.S}} trades some on-block frame advantage for excellent startup, range, and an absurd disjoint.<br />
<br />
Both versions combo into their respective mode's version of {{clr|H|2H}}, allowing A.B.A to extend her combos into {{clr|H|214H}} or {{clr|S|236S}} in normal mode and {{clr|H|623H}} in Jealous Rage.<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|5H}}</big>===<br />
{{GGST_Move_Card<br />
|input=5H, JR 5H<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
<br />
{{clr|H|5H}} has high blockstun, high pushback, and absurd range, easily competing with buttons like Ramlethal's or Bridget's {{clr|H|5H}} in size. At almost all spacings, A.B.A can combo into {{clr|S|236S}} to build Jealousy Gauge or {{clr|K|236K}} to advance while scoring a soft knockdown. On CH, she can cancel into {{clr|K|214K}}, {{clr|K|236K}}, or {{clr|S|236S}} and link {{clr|S|c.S}}, {{clr|K|5K}}, or {{clr|K|2K}} for longer extensions. On block, she can cancel into {{clr|K|236K}} for a gapless blockstring that is only -1 on block, allowing her to play some RPS with her 4f 2P and 6f K normals or simply stay safe.<br />
<br />
Though its irregular pushback makes {{clr|H|5H}} somewhat safe on block when cancelled into {{clr|P|63214P}}, it can also work against A.B.A if she wants to stay in to build Jealousy Gauge or simply continue pressure. <br />
<br />
* Fills 10% of the Jealousy Gauge on hit, and half that on block<br />
* High attack level makes this one of A.B.A's better buttons for safely cancelling into {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} on block<br />
* Builds good RISC on block<br />
* Moves A.B.A slightly forward from her starting position after recovery<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move deals substantially more damage and loses the incredibly long whiff animation from the normal version. Has greatly reduced pushback on block and removes the gap when used as a gatling from {{clr|S|f.S}}. It's also very safe on block.<br />
<br />
}}<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{GGST_Move_Card<br />
|input=5D, JR 5D, 5[D], JR 5[D]<br />
|versioned=name<br />
|frameChart=auto<br />
|description=<br />
;Uncharged Dust<br />
<br />
Universal overhead attack.<br />
<br />
When in Jealous Rage, this move is almost entirely outclassed by {{MMC|chara=A.B.A|input=JR 236K|label=Intertwine and Tilt}}, which is faster, grants full combos on hit without using meter, and is safe on block.<br />
----<br />
;Charged Dust<br />
* Holding any upwards direction during the hitstop of Charged Dust will perform a [[GGST/Offense#Homing_Jump|Homing Jump]]:<br />
** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.<br />
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0).<br />
<br />
Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit {{clr|S|c.S}}, but can also be used for simple punishes on extremely unsafe moves.<br />
}}<br />
<br />
===<big>{{clr|P|2P}}</big>===<br />
{{GGST_Move_Card<br />
|input=2P, JR 2P<br />
|versioned=input<br />
|frameChart=auto<br />
|description= A short-ranged jab that is one frame faster than the standard 5-frames for abare moves, allowing A.B.A to poke or trade her way out of sequences that most of the roster has to hold. Additionally, it can combo into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} at close range, giving A.B.A an easy route into Jealous Rage.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|2K}}</big>===<br />
{{GGST_Move_Card<br />
|input=2K, JR 2K<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
Has very good range for a {{clr|K|2K}}. A.B.A's fastest low, making it useful for high/low mixups in conjunction with her {{clr|H|j.H}} F-Shiki in Jealous Rage. Can be useful in stagger pressure due to its solid frame advantage.<br />
<br />
Though {{clr|K|2K}} alone does not change much aside from a (negligible) damage increase during Jealous Rage, A.B.A's greatly increased movement makes dash {{clr|K|2K}} a terrifying, low-commitment poke that leads to high damage.<br />
* Works as a longer range abare tool<br />
* Useful for opening up the opponents and confirming into a knockdown with the {{clr|K|2K}} > {{clr|D|2D}} gatling, though this will drop at max range due to {{clr|K|2K}}'s pushback.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|2S}}</big>===<br />
{{GGST_Move_Card<br />
|input=2S, JR 2S<br />
|versioned=input<br />
|frameChart=auto<br />
|description= An unorthodox move that's similar in function to {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MMC|game=GGST|chara=Jack-O|input=2S||label={{clr|S|2S}}}}, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke {{clr|S|2S}} buttons tend to be. <br />
<br />
* Fills 5% of the Jealousy Gauge on hit, and half that on block<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move gets an even bigger anti-crossup hitbox with a better disjoint. This makes it an even stronger anti-crossup tool that even catches some moves that are notoriously hard to anti-air like {{Character Label|GGST|Millia|label=Millia's}} {{MMC|game=GGST|chara=Millia|input=j.236H||label=Kapel}}.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{GGST_Move_Card<br />
|input=2H, JR 2H<br />
|versioned=input<br />
|frameChart=auto<br />
|description= <br />
An advancing move with two hits. Useful in combos to launch the opponent, and keeps A.B.A close enough in blockstrings to use {{MMC|input=214H|label=Bonding and Dissolving}}.<br />
<br />
*Each hit fills 5% of the Jealousy Gauge on hit, and half that on block<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move loses it's forward movement, but deals more damage and hits low for both hits, making it a strong mixup tool.<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{GGST_Move_Card<br />
|input=2D, JR 2D<br />
|versioned=input<br />
|frameChart=auto<br />
|description=Universal sweep that gives a hard knockdown. <br />
<br />
* A.B.A's longest range low poke. <br />
* Gives a hard knockdown on hit, allowing for okizeme, combos, or an easy route into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}<br />
* Gapless blockstring when cancelled into from {{clr|K|5K}} or {{clr|K|2K}}<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move gets a big boost in range and becomes very disjointed, but is otherwise largely the same.<br />
<br />
* Is no longer a gapless blockstring from A.B.A's kicks, instead having a 1 frame gap<br />
<br />
}}<br />
<br />
===<big>{{clr|P|6P}}</big>===<br />
{{GGST_Move_Card<br />
|input=6P, JR 6P<br />
|versioned=input<br />
|frameChart=auto<br />
|description=<br />
Fairly standard {{clr|P|6P}}, good for anti-airs with its far-reaching hitbox. Works in tandem with {{clr|K|214K}} as an option to beat high-hitting moves, if A.B.A would rather hold her ground than advance.<br />
<br />
* Fills 5% of the Jealousy Gauge on hit, and half that on block<br />
* Invulnerable above the knees from the startup until the beginning of recovery.<br />
* Launches away on air hit, but leaves standing on ground hit.<br />
* Hard knockdown on air Counter Hit.<br />
}}<br />
<br />
===<big>{{clr|H|6H}}</big>===<br />
{{GGST_Move_Card<br />
|input=6H, JR 6H<br />
|versioned=input<br />
|frameChart=auto<br />
|description= A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from {{clr|S|c.S}}. Ground bounces on hit. <br />
<br />
* Fills 10% of the Jealousy Gauge on hit, and half that on block<br />
*Unlike a lot of {{clr|H|6H}}s, this move can naturally combo from {{clr|S|c.S}} without a counter-hit<br />
*A.B.A's strongest free option for breaking the wall<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move gets a larger hitbox and deals more damage.<br />
<br />
}}<br />
<br />
===<big>{{clr|P|j.P}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.P, JR j.P<br />
|versioned=input<br />
|frameChart=auto<br />
|description=Fast, mashable air-to-air. Confirms into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}. Struggles to hit crouching opponents.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}<br />
}}<br />
<br />
===<big>{{clr|K|j.K}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.K, JR j.K<br />
|versioned=input<br />
|frameChart=auto<br />
|description= A decent air-to-air. Can hit crouching opponents more easily than j.P can.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|S|j.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.S, JR j.S<br />
|versioned=input<br />
|frameChart=auto<br />
|description= A passable jump-in normal that hits crossup. <br />
<br />
* Fills 5% of the Jealousy Gauge on hit, and half that on block<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move can still hit crossup but sacrifices much of the crossup hitbox for a much larger hitbox in front of A.B.A, making it a much better aerial poke and air-to-air.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.H, JR j.H<br />
|versioned=input<br />
|frameChart=<br />
|description= A slow air poke.<br />
<br />
* Fills 10% of the Jealousy Gauge on hit, and half that on block<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move gains a huge hitbox underneath and behind A.B.A and launches on hit. This allows her to hit standing opponents while rising and convert into an air combo with {{clr|D|j.D}}. The large crossup hitbox also allows her to hit opponents while crossing clear over them while still scoring a full combo. Paired with her very fast airdash, these traits all make attempts to anti-air ABA while in Jealous Rage much riskier.<br />
<br />
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.D, JR j.D<br />
|versioned=input<br />
|frameChart=<br />
|description= A falling cross-up normal akin to {{Character Label|GGST|Bedman|label=Bedman's}} {{MiniMoveCard|game=GGST|chara=Bedman|input=j.D|label={{clr|D|j.D}}}}.<br />
<br />
* Advantageous enough on grounded hit to link into {{clr|P|5P}} on even the tallest standing characters.<br />
* Advantageous enough on grounded block to frametrap 3-framers with {{clr|P|5P}}.<br />
* Fills 10% of the Jealousy Gauge on hit, and half that on block<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this changes completely to something more like {{Character Label|GGST|Sol|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.D|label={{clr|D|j.D}}}}, a large thrust that launches opponents and causes a wall-bounce. An important pickup from moves like {{clr|S|j.S}} and {{clr|H|j.H}}.<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}<br />
{{GGST_Move_Card<br />
|input=6D or 4D<br />
|frameChart=auto<br />
|description=<br />
* Can throw the opponent either forward or backwards.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. <br />
* A.B.A is in Counter Hit state during recovery.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}<br />
{{GGST_Move_Card<br />
|input=j.6D or j.4D<br />
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}<br />
|description=<br />
A.B.A smacks the enemy to the ground. Doesn't give amazing okizeme midscreen, but does its job otherwise. <br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. <br />
* A.B.A is in Counter Hit state during recovery.<br />
}}<br />
<br />
===<big>Wild Assault</big>===<br />
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}<br />
{{GGST Move Card<br />
|input=236D,236[D] |versioned=input<br />
|frameChart=<br />
{{#invoke:GGST-FrameChart|drawFrameData<br />
|input = 236D<br />
|title = '''Wild Assault'''<br />
|startup = 16<br />
}}<br />
{{#invoke:GGST-FrameChart|drawFrameData<br />
|input = 236[D]<br />
|title = '''Fully Charged Wild Assault'''<br />
}}<br />
|description=<br />
{{GGST/WildAssaultLabel|type=blue}}<br />
<br />
A fast advancing strike at the cost of 50% Burst.<br />
<br />
*Normal, special, jump, and backdash cancelable.<br />
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.<br />
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Bonding and Dissolving</big>===<br />
{{InputBadge|{{clr|H|214H}} (Air OK)}}<br />
{{GGST Move Card<br />
|input=214H, JR 214H<br />
|versioned=input<br />
|frameChart=auto<br />
|description= A.B.A thrusts Paracelsus forward. On hit, it causes A.B.A to switch into/out of Jealous Rage depending on if she's in the stance. Additionally, it refills her Jealousy Meter by a decent amount. Both of these traits make it an invaluable combo ender, as it either lets her start her offense from normal mode or safely transition back from Jealous Rage. <br />
<br />
On block, it leaves A.B.A at an advantage, making it a decent pressure tool when in normal mode. It also still grants some Jealousy Meter, though not as much as when it hits.<br />
<br />
Unlike the ground version, the air version does not guard crush, and given that the recovery lasts until landing it is often punishable on block without a setup. <br />
<br />
May be referred to as "keygrab" by veteran players, despite being a pure strike in this game.<br />
<br />
* Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal)<br />
* Gives 25% Jealousy Meter on hit, if blocked in normal mode it gives 12.5%<br />
* Guard Crushes on block<br />
}}<br />
<br />
===<big>Changing and Swaying</big>===<br />
{{InputBadge|{{clr|P|63214P}}}}<br />
{{GGST Move Card<br />
|input=63214P, JR 63214P<br />
|versioned=input<br />
|frameChart=<br />
|description=<br />
Causes A.B.A to manually swap to/from Jealous Rage, provided she has enough Jealousy Meter. This allows A.B.A to change stances without landing a move such as {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} or in situations like neutral or after a knockdown from moves like {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} or {{clr|D|2D}}.<br />
<br />
A.B.A is in counterhit state for the entire duration of the move. Additionally, she changes stances immediately after the move starts, meaning if she is hit while transitioning into Jealous Rage, she will be in that stance for the duration of any subsequent follow-up, gradually losing Jealousy Gauge, so this move should be used carefully.<br />
<br />
Cancelling into this from a blocked normal move leaves her vulnerable, but can potentially catch the opponent off guard. When cancelled from a move with long recovery such as Normal Mode {{clr|H|5H}}, this may even make A.B.A slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found [[GGST/A.B.A/Frame_Data#On-Block_Cancel_Data|here]].<br />
<br />
* Cannot be used in Normal Mode if A.B.A has less than 25% Jealousy Meter (indicated by the thin line on the right-hand side of the bar)<br />
* When used to leave Jealous Rage it will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more efficient than using {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} to exit out of long-lasting rages. <br />
}}<br />
<br />
===<big>Haul and Heed</big>===<br />
{{InputBadge|{{clr|K|214K}}}}<br />
{{GGST Move Card<br />
|input=214K, JR 214K<br />
|versioned=input<br />
|frameChart=<br />
|description= A command dash with upper body invincibility, allowing A.B.A to approach while going under high pokes. This makes it a useful tool in normal mode to help supplement base A.B.A's poor movement. It can also see some use during blockstrings or at the end of a combo as a surprise reset tool or a means to keep pressure going.<br />
<br />
Certain normal moves with long recovery can be made harder to punish by cancelling into this move. A full list of the frame advantage on block can be found [[GGST/A.B.A/Frame_Data#On-Block_Cancel_Data|here]].<br />
<br />
* Distance traveled greatly increases in Jealous Rage<br />
}}<br />
<br />
===<big>Intertwine and Tilt</big>===<br />
{{InputBadge|{{clr|K|236K}}}}<br />
{{GGST Move Card<br />
|input=236K, JR 236K<br />
|versioned=input<br />
|frameChart=<br />
|description=A safe, low-crushing hopkick to compliment the low-profile of {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} that changes wildly depending on A.B.A's current stance.<br />
<br />
In normal mode, it's primarily used as a low-crushing neutral poke that can yield some rewarding combos on counter hit. <br />
<br />
* High-profiles most low-hitting attacks<br />
* Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo<br />
* Is completely safe and highly active while moving forward in ''both'' modes, so it can be plus with good spacing. <br />
* A.B.A is airborne during this move, meaning you can Fast Roman Cancel it on block and get an instant overhead with {{clr|K|j.K}} or go low with {{clr|K|2K}}.<br />
----<br />
; Jealous Rage<br />
In Jealous Rage, this move changes significantly. It loses some range and speed in exchange for becoming an overhead that launches the opponent for a full combo, giving A.B.A some frightening (and rewarding) mixup potential.<br />
<br />
* Hits overhead when in Jealous Rage, which can be followed up with {{clr|K|5K}} or {{clr|S|c.S}}.<br />
* The high-profile component of this attack gets turned up to 11, even being able to high profile {{Character Label|Ky|label=Ky's}} far slash.<br />
* Can be Roman Cancelled on block to give a double overhead with {{clr|K|j.K}}<br />
}}<br />
<br />
===<big>Menace and Groan</big>===<br />
{{InputBadge|{{clr|S|236S}}}}<br />
{{GGST Move Card<br />
|input=236S, JR 236S<br />
|versioned=input<br />
|frameChart=<br />
|description= A forward advancing mid that serves as the start of A.B.A's {{keyword|rekka}}. A largely unremarkable attack by itself that is primarily used as a gateway into {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}}, though it is worth noting that it's fairly quick and safe, giving it utility as an uncommittal blockstring ender. It becomes much safer in Jealous Rage as well as much more reliable of a combo tool.<br />
<br />
* Distance increases in Jealous Rage<br />
* Can be used after a backdash to bait short range moves.<br />
*Hit confirms into {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}}<br />
}}<br />
<br />
===<big>Restriction and Constraint</big>===<br />
{{InputBadge|{{clr|S|6S}} during Menace and Groan}}<br />
{{GGST Move Card<br />
|input=236S~6S, JR 236S~6S<br />
|versioned=input<br />
|frameChart=<br />
|description=<br />
The followup to {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}, A.B.A's {{keyword|rekka}}. A low-hitting combo-finisher that gives a very generous knockdown on hit. This can make it A.B.A's most reliable combo ender over {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}, as it has better range, combos from the same things, gives the same amount of Jealousy Gauge on hit, doesn't force A.B.A to change stances, and has so much advantage on hit that A.B.A can manually change stances with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} and still push some okizeme.<br />
<br />
While its property as a low might give it some use as a {{keyword|knowledge check}} or low poke, the move is incredibly disadvantageous on block, all but guaranteeing a punish on A.B.A, so it should mostly be used when confirming from {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}.<br />
<br />
* In Normal Mode, gives 25% Jealousy Meter on hit, half that on block<br />
* Leaves A.B.A at +42 when hit in Normal Mode, giving her time to switch stance with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}}, then run up and do a meaty {{clr|S|f.S}}.<br />
* Bounces opponents slightly in Jealous Rage, giving A.B.A even better okizeme<br />
}}<br />
<br />
===<big>Frenzy and Astonishment</big>===<br />
{{InputBadge|{{clr|S|214S}} in Normal Mode<br />
}}<br />
{{GGST Move Card<br />
|input=214S<br />
|versioned=input<br />
|frameChart=<br />
|description=<br />
A.B.A assumes a defensive position, absorbing and nullifying strikes while filling her Jealousy Gauge. Opponents who strike A.B.A during this time can still cancel as though their move connected, but she will be invulnerable for the remainder of the move's duration.<br />
<br />
By immediately PRCing after absorbing an attack, A.B.A can cut her effective recovery dramatically, allowing for interesting counterattack options against moves that would typically be safe.<br />
<br />
Using this move is key to gaining momentum and building Jealousy Gauge against opponents who would otherwise be able to easily zone against A.B.A.<br />
<br />
* Counter Hit recovery<br />
* Unusable in Jealous Rage<br />
}}<br />
<br />
===<big>Judgment and Sentiment</big>===<br />
{{InputBadge|{{clr|H|623H}} during Jealous Rage}}<br />
{{GGST Move Card<br />
|input=623H<br />
|versioned=input<br />
|frameChart=<br />
|description=<br />
''Commonly referred to as "Danzai."'' <br />
<br />
A.B.A performs a high-damage, plus-on block, Guard Crushing, ''and'' armored 2-hit swing with Paracelsus. A Swiss Army-knife style move with a myriad of incredibly powerful properties that make it useful in almost any situation. It's a strong counterpoke in neutral, anti-air, pressure extender, combo extender, and {{keyword|okizeme}}/{{keyword|meaty}} tool. <br />
<br />
It's in that last aspect where this move truly shines, as not only does the Guard Crush give good frame advantage when used as a meaty, but the guard point will flat-out beat and counterhit the majority of wake-up reversal options, including {{keyword|DP}}s such as {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|game=GGST|chara=Ky Kiske|input=623S|label=Vapor Thrust}} and wakeup supers. This will either knock the opponent down again or launch them for a full combo if they are airborne (such as after a DP).<br />
<br />
The only real weaknesses of this move are its extremely long whiff recovery, the slow startup of the armor, and its vulnerability to throws. Aside from that, it's an extremely powerful move, and one of the character's strongest assets. <br />
<br />
* Not a true reversal; armor is not frame 1<br />
* Since it is armored, A.B.A can be grabbed out of the animation<br />
* Grants a hard knockdown on ground hit, launches for full combos on air hit<br />
}}<br />
<br />
===<big>Jealous Rage Deactivation</big>===<br />
{{InputBadge|Automatically after Jealousy Gauge empties}}<br />
{{GGST Move Card<br />
|input=JR Deactivation<br />
|frameChart=<br />
|description=<br />
When A.B.A is next idle when the Jealousy Gauge is empty, she will immediately deactivate the state. This creates a one second pause to see what is happening, followed by a 10 frame recovery in which '''A.B.A can only Block'''.<br />
<br />
When this happens, she retains none of the Gauge like she would from {{MMC|input=63224P|label=Changing and Swaying}}. Howevever, it comes with significantly less risk.<br />
<br />
* Even if the gauge is empty, A.B.A will not deactivate until she fully recovers from an animation, including if she's in blockstun. This means she can continue to gatling and cancel freely, and she can hold FD similarly to Nagoriyuki to extend her time in Jealous Rage. She also cannot deactivate until landing if airborne.<br />
* If A.B.A was knocked down, this automatically happens frame one after wakeup.<br />
* If hit by an attack during the animation, the 1F invuln will cause the attack to hit 1 frame more meaty than it normally would. This can give the opponent slightly improved frame advantage.<br />
* During the recovery when ABA can only block, she cannot be thrown.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>The Law is Key, Key is King.</big>===<br />
{{InputBadge|{{clr|H|632146H}}}}<br />
{{GGST Move Card<br />
|input=632146H, JR 632146H<br />
|versioned=input<br />
|frameChart=<br />
|description=<br />
A short ranged reversal super that changes significantly depending on A.B.A's current stance.<br />
<br />
In normal mode, it does decent damage, grants about 25% Jealousy Gauge on hit, and switches A.B.A into Jealous Rage. <br />
<br />
When used in Jealous Rage, the move gains a longer, more cinematic animation where it deals dramatically more damage. Afterwards, A.B.A is drained of all her Jealousy Gauge and is returned back to normal mode.<br />
<br />
The damage of the cinematic version scales greatly with the amount of Jealousy Gauge A.B.A has when using it. When used at max power, it becomes the 3rd strongest single move in the entire game, beating out legendarily strong moves like {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis'}} fully charged Clean Hit {{MMC|game=GGST|chara=Goldlewis Dickinson|input=1080P|label=Down with the System}} or {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=236236S|label=Heavenly Potemkin Buster}}, only losing to {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MMC|game=GGST|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}} and {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|game=GGST|chara=Nagoriyuki|input=632146H|label=Zansetsu}}.<br />
<br />
* Fully invincible during startup.<br />
* Switches to opposite state on hit<br />
* If in normal mode, grants ~25% Jealousy Gauge on hit <br />
* If in Jealous Rage, empties the Jealousy Gauge for more damage<br />
}}<br />
<br />
===<big>Keeper of the Key</big>===<br />
{{InputBadge|{{clr|K|632146K}}}}<br />
{{GGST Move Card<br />
|input=632146K, JR 632146K<br />
|versioned=input<br />
|frameChart=<br />
|description=<br />
A projectile super in which A.B.A opens a door from beneath the opponent, causing a tentacle to come out. The super is guaranteed to come out once the flash happens, giving it some use in dicey situations.<br />
<br />
The Jealous Rage version has 2 additional hits, deals more damage, and becomes more plus on block.<br />
<br />
* Hits anywhere on the screen relatively quickly, making it a strong {{keyword|fireball}} and whiff punish<br />
}}<br />
<br />
==Colors==<br />
{{GGSTColors|c2={{CLabel|GGACR|A.B.A|linkOverride=:A.B.A}}'s color scheme from the XX games|color12=3}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{GGST/Navigation}}<br />
{{Overview/SEO<br />
|summary=}}<br />
[[Category:Guilty Gear|A.B.A]]</div>Maria.artemishttps://www.dustloop.com/w/GGST/Elphelt_Valentine/StarterGGST/Elphelt Valentine/Starter2024-03-21T00:53:57Z<p>Emo Tarquin: /* Neutral */ Added Offense sections</p>
<hr />
<div>==Unique Mechanics==<br />
----<br />
===Chain Lollipop===<br />
----<br />
[[file:GGST Elphelt_Valentine Strategy ChainLollipop.jpg|400px|right|thumb]]<br />
Elphelt's signature Chain Lollipop is a series of attacks, with highs and lows, able to loop into itself repeatedly. This is one of the easiest general-purpose utilities for new players, thanks to simple inputs and an overwhelming offense that needs the opponent to defend correctly.<br />
{{clear}}<br />
{{Card<br />
|header=Chain Lollipop Attacks<br />
|content=<br />
[[File:GGST_Elphelt_Valentine_214S.png|left|150x150px]]<br />
'''Here I Go!''' {{Prompt|GGST|S}}<br />
<br />
To begin the sequence you need to perform {{Ni|214}}{{Prompt|GGST|S}}. Once it begins, pressing {{Prompt|GGST|S}} again will restart with another Here I Go! to keep the loop going.<br />
{{clear}}<br />
----<br />
[[File:GGST_Elphelt_Valentine_214SP.png|left|150x150px]]<br />
'''Up High!''' {{Prompt|GGST|P}}<br />
<br />
A multi-hit '''Overhead''' attack. The opponent must block standing to avoid getting hit.<br />
{{clear}}<br />
----<br />
[[File:GGST_Elphelt_Valentine_214SK.png|left|150x150px]]<br />
'''Down Low!''' {{Prompt|GGST|K}}<br />
<br />
A far-travelling '''Low''' attack. The counterpart to Up High! {{Prompt|GGST|P}}. The opponent must block crouching to avoid getting hit.<br />
{{clear}}<br />
----<br />
[[File:GGST_Elphelt_Valentine_214SH.png|left|150x150px]]<br />
'''Nailed It!''' {{Prompt|GGST|H}}<br />
<br />
A very fast and massive attack. This is used to end the Chain Lollipop sequence, either to knock down the opponent after hitting, or to be safe-on-block after they defend again the attack.<br />
}}<br />
<br />
{{Card<br />
|header=Chain Lollipop Sequence<br />
|content=<br />
Below is a chart demonstrating how the Chain Lollipop sequence works.<br />
[[File:GGST_Elphelt_Valentine_ChainLollipop_Diagram.png|center|thumb|800px]]<br />
A full series is built of 3 steps, always beginning with {{Ni|214}}{{Prompt|GGST|S}}, then go into a mixup with {{Prompt|GGST|P}} or {{Prompt|GGST|K}}, before ending on one a final mixup or a safe ender with {{Prompt|GGST|H}}.<br />
<br />
The attacks Up High! {{Prompt|GGST|P}} and Down Low! {{Prompt|GGST|K}} are High and Low respectively, this means that an opponent cannot block both simutaneously, creating a guessing game where the opponent must guess whether to stand block or crouch block. If you hit, you can go into any finishing attack to knock them down.<br />
<br />
At any time before the final attack, you may reset and begin the entire sequence again with {{Prompt|GGST|S}}, including immediately after itself. While this allows the sequence to be indefinite, every reset opens a small gap the opponent can attack out of, so be wary of a more aggressive defense!<br />
}}<br />
<br />
==Neutral==<br />
----<br />
[[file:GGST_Elphelt_Valentine_Strategy_Footsies.jpg|thumb|right|400px]]<br />
Elphelt comes with a multitutde of large attacks, combined with fast movement. While at first she might look somewhat like a zoner, she is very much a rushdown whose goal is to '''close in on the opponent and begin offense'''. She does this through pressuring opponents into the corner and attacking from long-range to give her the opening to run in before they have a chance to react.<br />
{{clear}}<br />
{{Card<br />
|header=Neutral Attacks<br />
|content=<br />
{{Gallery<br />
| align = center<br />
| noborder = yes<br />
| whitebg = no<br />
| width = 140<br />
| height = 140<br />
| File:GGST_Elphelt_Valentine_fS.png<br />
| {{Ni|5}}{{Prompt|GGST|S}}<br>'''{{clr|S|f.S}}'''<br>Fast attack with good range.<br />
| File:GGST_Elphelt_Valentine_2D.png<br />
| {{Ni|2}}{{Prompt|GGST|D}}<br>'''{{clr|D|2D}}'''<br>Slightly slower and shorter, but hits Low.<br />
| File:GGST_Elphelt_Valentine_5K.png<br />
| {{Ni|5}}{{Prompt|GGST|K}}<br>'''{{clr|K|5K}}'''<br>Great for dashing into the opponent.<br />
| File:GGST_Elphelt_Valentine_5H.png<br />
| {{Ni|5}}{{Prompt|GGST|H}}<br>'''{{clr|H|5H}}'''<br>Huge range, but with a risky recovery time.<br />
| File:GGST_Elphelt_Valentine_2H.png<br />
| {{Ni|2}}{{Prompt|GGST|H}}<br>'''{{clr|H|2H}}'''<br>Slide under high attacks, with huge range.<br />
}}<br />
Elphelt brings an assortment of large attacks. Her most common is the simple {{clr|S|f.S}} which cancels into {{clr|H|5H}} for an easy string, sometimes swapping {{clr|S|f.S}} for {{clr|D|2D}} when she needs to hit low down. Unfortunately she won't easily get her gameplan going because most attacks push the opponent out. '''It is important to close the distance and not simply allow the opponent to stay too far away''' after these attacks, to hopefully corner them.<br />
<br />
If an opponent is being defensive by trying to stop Elphelt approaching with projectiles or shorter attacks, a predictive strike with {{clr|H|5H}} or {{clr|H|2H}} may punish them, especially because {{clr|H|2H}} is safe when blocked. Or, run in much closer and use Elphelt's {{clr|K|5K}} at close range.<br />
}}<br />
<br />
==Offense==<br />
----<br />
<br />
===Basic blockstring===<br />
----<br />
{{card<br />
|header=Basic Blockstring<br />
|content=<br />
[[file:GGST_Elphelt_Valentine_Strategy_cSBlockstring.webm|Autoplay|Loop|Muted|thumb|right|Elphelt's basic close-range blockstring.<br>{{ComboText|{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214S}}~{{clr|K|K}}~{{clr|H|H}}}}]]<br />
<big>Elphelt's core blockstring is {{ComboText|{{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|S|214S}}~({{clr|P|P}} or {{clr|K|K}})~{{clr|H|H}}}}.</big><br />
<br />
This string offers several chances to frametrap, ending into a High-Low mixup, making it a very reliable pressure string.<br />
<br />
If you need to call out an opponent using {{clr|P|6P}} to punish the {{clr|H|5H}}, consider instead using {{clr|H|2H}}. This comes with the drawback that {{ComboText|{{clr|H|2H}} > {{clr|S|214S}}}} will also lose to {{clr|P|6P}}. <br />
}}<br />
<br />
===Bomb-Bomb Chocolat Pressure===<br />
----<br />
{{card<br />
|header=Bomb-Bomb Chocolat Pressure<br />
|content=<br />
Bomb-Bomb Chocolat leaves Elphelt highly advantaged while recovering mid-air. The strength of this is the ease-of-access to various aerial options, as she can airdash and double-jump for advanced tools. To keep it simple, it also provides a decent groundwork with a High-Low-Throw mixup.<br />
* {{ComboText|{{clr|H|214H}} > {{clr|D|j.D}}}} Easy multi-hit overhead, leaving Elphelt advantageous on block.<br />
* {{ComboText|{{clr|H|214H}} > Land > {{clr|K|2K}}}} Feinting into a low, hits faster than it looks and will catch a lot of opponents off-guard. Note this is gapless if the bomb is hit in okizeme.<br />
* {{ComboText|{{clr|H|214H}} > Land > Throw}} Feinting into a Throw, hits very fast. <br />
}}<br />
<br />
<br />
{{clear}}<br />
<br />
==Common Mistakes==<br />
----<br />
====<span style="display: none;">Always Going Into Chain Lollipop</span>====<br />
{{Card<br />
|header=Always Going Into Chain Lollipop<br />
|content=<br />
[[File:GGST_Elphelt_Valentine_214S.png|thumb|right|300px|I know it's tempting but it's nessecary to use other options!]]<br />
There are a few common points for Elphelt to use {{MMC|input=214S|label=Here I Go!}} and begin her Chain Lollipop. After {{MMC|input=5H|label={{clr|H|5H}}}}, {{MMC|input=2H|label={{clr|H|2H}}}}, and {{MMC|input=2D|label={{clr|D|2D}}}}. However, all of these are extremely predictable and can be countered. One of the most commonly recognised strategies to counter Elphelt is to preemptively {{clr|P|6P}} or backdash the attack after these moves.<br />
<br />
Don't be afraid to use other options, it becomes substantially harder to challenge Elphelt in this way when most characters moveset does not account for all of these options.<br />
* Cancel into {{MMC|input=214H|label=Bomb-Bomb Chocolat}} {{Ni|214}}{{Prompt|GGST|H}} instead.<br />
* Press nothing, walk back, and wait for them to whiff.<br />
* After {{clr|H|2H}}, pressing {{MMC|input=2K|label={{clr|K|2K}}}} to interrupt opponents when pushed out.<br />
* After {{clr|D|2D}}, immediately cancel into {{MMC|input=214K|label=Miss Charlotte (Out of Repair)}} {{Ni|214}}{{Prompt|GGST|K}} to frametrap. Use a Roman Cancel if you need to make it safer!<br />
}}<br />
<br />
====<span style="display: none;">Using High/Low Finishers Without Tension</span>====<br />
{{Card<br />
|header=Using High/Low Finishers Without Tension<br />
|content=<br />
[[File:GGST_Elphelt_Valentine_214SPP.png|thumb|right|300px|50% of the time it works every time! ...but do we really need to gamble it?]]<br />
While Chain Lollipop allows the opportunity for one final High-Low Mixup, this is extremely weak without Roman Cancel backing it up.<br />
<br />
Without a Roman Cancel, there are two outcomes:<br />
{{{!}} class="wikitable"<br />
! It hits !! It is blocked<br />
{{!}}-<br />
{{!}} Deal 30 damage, and a knockdown you will struggle to maintain any offense from.<br />
{{!}} Sustain their strongest punish combo, potentially dealing over 200 damage, including a Wall Break, with Hard Knockdown, and Positive Bonus.<br />
{{!}}}<br />
Roman Cancels make the situation incredible, giving Elphelt huge combo potential and pressure resets on block. But, it is nessecary to plan ahead for having Tension when this is used.<br />
<br />
If you do not have 50% Tension, it is almost always better to cash out with {{MMC|input=214S~H|label=Nailed It!}} {{Prompt|GGST|H}}.<br />
}}<br />
<br />
====<span style="display: none;">Relying On Zoning</span>====<br />
{{Card<br />
|header=Relying On Zoning<br />
|content=<br />
[[File:GGST_Elphelt_Valentine_236S.png|thumb|right|300px|If you need to rely on this something has gone wrong]]<br />
Elphelt's projectile, Miss Charlotte, is commonly used to interrupt opponents from full-screen. Despite clearly being used at long-range, it's one of the weakest zoning projectiles available, which can make it extremely troublesome if you rely upon this to actually win the game for you.<br />
<br />
While it can be hard for opponents to react as they approach, the attack is ''so minus'' that even on hit Elphelt is in a significant disadvantage. Furthermore, it's one of the lowest damaging projectiles in the whole game. Even if it hits repeatedly, it might not actually be worth the risk of them getting in and hitting Elphelt ''a single time''. Relying on this secretly hurts Elphelt's actual gameplan, as the air version ''moves her backwards'', letting the opponent avoid the corner, while giving Elphelt no chance to close distance where she's significantly stronger.<br />
<br />
It's important to practise her more conventional neutral tools, which include genuinely strong options such as her {{clr|S|f.S}} and {{clr|H|2H}}.<br />
}}<br />
<br />
==Navigation==<br />
{{GGST/Navigation}}</div>Emo Tarquinhttps://www.dustloop.com/w/BBCF/Amane_Nishiki/MatchupsBBCF/Amane Nishiki/Matchups2024-03-19T21:45:41Z<p>Buraesielia: </p>
<hr />
<div><br />
<br />
<br />
Dustloop is always a work in progress. A more comprehensive overview of Amane's matchups will be made, but for now, here's a little overview of what to be thinking about and how to form your own strategies for dealing with different characters. If the tips in this section aren't enough and there's a particular character you still want to know more about, consider joining the [https://discord.gg/MdwgfzE Discord.] There's several experienced and knowledgeable Amane players who are more than happy to answer any questions you may have.<br />
<br />
==Overview==<br />
What changes the most from matchup to matchup is how you use your C normals. Slower characters like Hakumen and Iron Tager can be harassed very effectively, but you still have to be mindful of their character specific tools. However, fast characters such as Lambda or Valk can very effectively navigate the deadzones and punish you for them. Amane is not reliant on his long range pokes the same way a character like Axl Low or Dhalsim are. If it doesn't work, don't do it. Don't be afraid to stop using your C normals in neutral entirely and full lean into evasive gameplay with your ambiguous movement options.<br />
<br />
Be mindful on your offense. Anti airs with good horizontal range may cover a stance cancel reset as well as a zettou reset. Similarly, large reversals such as Naoto's or Ragna's have to be played around with much more care than smaller DPs like Mu's. Try not to overextend. If you're comfortable in neutral, returning to neutral is not an issue. Against a character as explosive as Hakumen, it can be advisable to play it safe during pressure. Also, several characters have specific options to deal with 6D oki reliably on reaction, especially with meter. Those same options can usually beat hariken oki if you don't do it off the correct knockdown.<br />
<br />
Above all else, remember the player matchup trumps the character matchup. If 'bad' tactics are working, there's no reason to stop. Amane is an obscure character absolutely rife with knowledge checks, so take every chance you can get. Remember, until your opponent has ''proven'' they can punish {{clr|D|236236D}}, it's safe on whiff.</div>Buraesieliahttps://www.dustloop.com/w/DNFD/Version/1.71DNFD/Version/1.712024-03-16T23:33:39Z<p>Za Pyr0: Added Patch notes for v1.71</p>
<hr />
<div>{{DNFDPatch<br />
|version=[[DNFD/Version/1.71|v1.71]]<br />
|date=March 15, 2024<br />
|summary=Bug Fixes.<br />
|links=[https://dd.nexon.com/en/patchnote?note=29 Official Site]<br />
}}<br />
<br />
==Bug Fixes==<br />
<br />
*"Improved Operational Stability" (Removed DLC 5 related files)<br />
<br />
==Navigation==<br />
{{:DNFD/Version/Navigation}}</div>Za Pyr0https://www.dustloop.com/w/DNFD/Monk/Frame_DataDNFD/Monk/Frame Data2024-03-14T14:32:12Z<p>Whatgoat: /* Cancel Table */</p>
<hr />
<div><center>{{Character Label|DNFD|Monk|size=32px}}</center><br />
{{DNFD/CharacterLinks}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==Glossary==<br />
[[Using_Frame_Data|How do I read frame data?]]<br />
{{Template:FrameDataGlossary-DNFD}}<br />
<br style="clear:both;"/><br />
<br />
==System Data==<br />
{{#cargo_query:tables=dnfdCharacters<br />
|fields=name=Name,health=HP,guard=Guard Gauge,MP_regen=MP Regen/sec,prejump=Prejump,backdash=Backdash,forwarddash=Forward Dash,<br />
|where=name="{{#titleparts:{{PAGENAME}}|1|2}}"<br />
|format=table<br />
}}<br />
<br />
==Normal Moves==<br />
{{#cargo_query:tables=MoveData_DNFD<br />
|fields=input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,blockstun=Blockstun,guardDamage=guard Damage,prorate=Proration,invuln=Invul,cancel=Cancel,notes<br />
|where=chara="Monk" and type="normal"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=images,hitboxes,notes<br />
}}<br />
<br />
==Skills==<br />
{{#cargo_query:tables=MoveData_DNFD<br />
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,blockstun=Blockstun,guardDamage=guard Damage,prorate=Proration,invuln=Invul,cancel=Cancel,notes<br />
|where=chara="Monk" and type="special"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=images,hitboxes,notes<br />
}}<br />
<br />
==MP Skills==<br />
{{#cargo_query:tables=MoveData_DNFD<br />
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,blockstun=Blockstun,guardDamage=guard Damage,prorate=Proration,invuln=Invul,cancel=Cancel,MPcost=MP Cost,notes<br />
|where=chara="Monk" and type="M"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=images,hitboxes,notes<br />
}}<br />
<br />
==Other==<br />
{{#cargo_query:tables=MoveData_DNFD<br />
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,blockstun=Blockstun,prorate=Proration,invuln=Invul,cancel=Cancel,MPcost=MP Cost,notes<br />
|where=chara="Monk" and type="other"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=images,hitboxes,notes<br />
}}<br />
<br />
==Cancel Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Cancels<br />
|-<br />
! <br />
! A !! B !! S !! MS !! Other<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=5A|label=5A}}<br />
| {{color|green|5AA<sup>[+]</sup>}} || 5B, 2B || 5S, 2S, 6S, 4S || 5M, 623M, 236M, 214M || Throw, Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=5AA|label=5AA}}<br />
| - || 5B, 2B || 5S, 2S, 6S, 4S || 5M, 623M, 236M, 214M || Throw, Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=5B|label=5B}}<br />
| - || 2B || 5S, 2S, 6S, 4S || 5M, 623M, 236M, 214M || Throw, Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=2A|label=2A}}<br />
| - || 5B, 2B || 5S, 2S, 6S, 4S || 5M, 623M, 236M, 214M || Throw, Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=2B|label=2B}}<br />
| - || - || 5S, 2S, 6S, 4S || 5M, 623M, 236M, 214M || Throw, Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=5S|label=5S}}<br />
| - || - || 6S, 4S, 5SS || 5M, 623M, 236M, 214M || Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=5SS|label=5SS}}<br />
| - || - || 6S, 4S, 5SSS || 5M, 623M, 236M, 214M || Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=5SSS|label=5SSS}}<br />
| - || - || 6S, 4S || 5M, 623M, 236M, 214M || Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=2S|label=2S}}<br />
| - || - || 6S, 4S || 4S, 6S, 5M, 623M, 236M, 214M || Super, Jump, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=6S|label=6S}}<br />
| - || - || 6S~A, 6S~B, 6S~S || 6S~M || Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=6S~A|label=6S~A}}<br />
| - || - || - || 5M, 623M, 236M, 214M || Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=6S~B|label=6S~B}}<br />
| - || - || - || 5M, 623M, 236M, 214M || Super, Jump, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=6S~S|label=6S~S}}<br />
| - || - || 4S || 5M, 623M, 236M, 214M || Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=4S|label=4S}}<br />
| - || - || 6S || 4S~M || Super, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=5M|label=5M}}<br />
| - || - || - || - || {{color|red|Super<sup>[-]</sup>}}, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=623M|label=623M}}<br />
| - || - || - || - ||{{color|red|Super<sup>[-]</sup>}}, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=236M|label=236M}}<br />
| - || - || - || - || {{color|red|Super<sup>[-]</sup>}}, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=214M|label=214M}}<br />
| - || - || - || - || {{color|red|Super<sup>[-]</sup>}}, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=6S~M|label=6S~M}}<br />
| - || - || - || - || {{color|red|Super<sup>[-]</sup>}}, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=4S~M|label=4S~M}}<br />
| - || - || - || - || {{color|red|Super<sup>[-]</sup>}}, {{color|green|Conversion<sup>[+]</sup>}}<br />
|-<br />
|}<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Cancels<br />
|-<br />
! <br />
! A !! B !! S !! MS !! Other<br />
|-<br />
! {{MiniMoveCard|game=DNFD|Monk|input=j.A|label=j.A}}<br />
| - || j.B || j.S || j.M || {{color|green|Conversion<sup>[+]</sup>}}<br />
|- <br />
! {{MiniMoveCard|game=DNFD|Monk|input=j.B|label=j.B}}<br />
| - || - || j.S || j.M || {{color|green|Conversion<sup>[+]</sup>}}<br />
|- <br />
! {{MiniMoveCard|game=DNFD|Monk|input=j.S|label=j.S}}<br />
| - || - || - || j.M || {{color|green|Conversion<sup>[+]</sup>}}<br />
|- <br />
! {{MiniMoveCard|game=DNFD|Monk|input=j.M|label=j.M}}<br />
| - || - || - || - || {{color|green|Conversion<sup>[+]</sup>}}<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:{{color|red|2='''X<sup>[-]</sup>''' = X is available only on hit}}<br />
:{{color|green|2='''X<sup>[+]</sup>''' = X is available on hit, block, or whiff}}<br />
:{{color|cornflowerblue|2='''X<sup>[#]</sup>''' = X can be used only # times per string}}<br />
:'''Super''' = Awakening Skill<br />
<br />
==Navigation==<br />
<center>{{Character Label|DNFD|Monk|size=32px}}</center><br />
{{DNFD/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}<br />
{{DNFD/Navigation}}</div>Whatgoathttps://www.dustloop.com/w/DNFD/Monk/CombosDNFD/Monk/Combos2024-03-14T14:23:43Z<p>Whatgoat: /* Combo List */</p>
<hr />
<div><center>{{Character Label|DNFD|Monk|size=32px}}</center><br />
{{DNFD/CharacterLinks}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=DNFD<br />
}}<br />
<br />
==Combo Theory==<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
===<span style="visibility:hidden;font-size:0"></span>===<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Size = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
===<span style="visibility:hidden;font-size:0"></span>===<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Video = <br />
| Size = <br />
| Recipe = <br />
| content =<br />
<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
===<span style="visibility:hidden;font-size:0"></span>===<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Size = <br />
| Recipe = <br />
| content =<br />
<br />
}}<br />
<br />
==Combo List==<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+Midscreen Combos<br />
|-<br />
! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
|| || || || || || || <br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+Midscreen to Corner Combos<br />
|-<br />
! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
|| {{clr|S|j.S}} (1-2) > {{clr|M|j.M}} > {{clr|S|4S}}~{{clr|M|M}} > {{clr|S|6S}}~{{clr|A|A}} > {{clr|M|5M}} > {{clr|S|4S}}~{{clr|M|M}} > (66){{clr|S|2S}} > {{clr|S|6S~S}} > {{clr|AS|AS}} || Midscreen or corner || 694-763 || ~-40 || || || 170 MP Clear cube midscreen to corner route. {{clr|S|j.S}} (1) leads to more damage but the cancel into {{clr|N|j.M}} will drop if performed from too far, as opposed to {{clr|S|j.S}}(2)>{{clr|M|j.M}} which connects from basically anywhere. A microdash may be required for 2S to connect if not close enough to the corner. Leaves you at about 140 MP after the super cutscene.<br />
|-<br />
|| || || || || || || <br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center"<br />
|+Corner Combos<br />
|-<br />
! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
|| {{clr|S|4S}}~{{clr|M|M}} > dl.{{clr|S|6S~S}} > ({{clr|S|4S}}~{{clr|M|M}} > {{clr|S|6S~S}}) x 3 > {{clr|B|2B}} > {{clr|AS|AS}} || Corner || -1030 || -200 || All (Gold Cube) || Medium || TOD for non heavies with Sway {{clr|M|4M}} starter in the corner for gold cube. Timing for {{clr|S|6S~S}} in loops can vary depending on opponent's character<br />
|-<br />
|| || || || || || || <br />
|}<br />
<br />
==External References==<br />
<br />
==Navigation==<br />
<center>{{Character Label|DNFD|Monk|size=32px}}</center><br />
{{DNFD/CharacterLinks}}<br />
{{DNFD/Navigation}}</div>Whatgoathttps://www.dustloop.com/w/DNFD/Monk/ResourcesDNFD/Monk/Resources2024-03-14T14:21:28Z<p>Whatgoat: </p>
<hr />
<div><center>{{Character Label|DNFD|Monk|size=36px}}</center><br />
{{DNFD/CharacterLinks}}<br />
{{TOC limit|}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|discord=<br />
|twitter=https://twitter.com/search?q=%23DNF_MNK #DNF_MNK<br />
|replays=https://replaytheater.app/?game=dnf&c1=Monk Replay Theater<br />
}}<br />
</div><br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
<br />
==Videos==<br />
<small> ''You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. </small><br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
==Navigation==<br />
<center>{{Character Label|DNFD|Monk|size=36px}}</center><br />
{{DNFD/CharacterLinks}}<br />
{{DNFD/Navigation}}</div>Whatgoathttps://www.dustloop.com/w/DNFD/Version/1.70DNFD/Version/1.702024-03-14T13:29:21Z<p>Whatgoat: </p>
<hr />
<div>{{DNFDPatch<br />
|version=[[DNFD/Version/1.70|v1.70]]<br />
|date=March 14, 2024<br />
|summary=Bug Fixes, {{Clabel|DNFD|Monk}} Added as DLC character.<br />
|links=[https://dd.nexon.com/en/patchnote?note=28 Official Site]<br />
}}<br />
<br />
{{GGST/PatchNotesCard<br />
|header=New Character: {{Character Label|DNFD|Monk|size=50px}}<br />
|content=[[file:DNFD_Monk_Portrait.png|right|200px]]<br />
Monk is an evasive close-range "Boxer" style fighter that weaves in and out of the opponent's ranges, delivering highly damaging combos once he connects.<br />
{{clear}}<br />
}}<br />
<br />
==Bug Fixes==<br />
;Battle <br />
*Fixed the bug in which the second attack of Battle Mage's「Twinkle Smash」could not be triggered when both Twinkle Smash and the opponent's attack were hit simultaneously.<br />
*Fixed the bug in which recovery time differed among characters when removing the 'Doll Hit' status triggered by Enchantress's MP skill.<br />
<br />
;Tutorial<br />
*Fixed the bug in which Preview Demo fails in「Striker Combo: 06」from Basic Combos.<br />
<br />
;Other <br />
*Minor text corrections were made. <br />
<br />
==Navigation==<br />
{{:DNFD/Version/Navigation}}</div>Whatgoathttps://www.dustloop.com/w/BBCT/EsotericaBBCT/Esoterica2024-03-11T05:26:11Z<p>Scatteraxis: Created page with "==Proximity Guard Backdash Bug== https://web.archive.org/web/20090817232442/https://www.dustloop.com/forums/showthread.php?t=7038 Video example: https://www.youtube.com/watch?v=AXeGD-UcO4o ==Throw Breaking Throw Counters== Video example: https://www.youtube.com/watch?v=LJI02Q3My4I"</p>
<hr />
<div>==Proximity Guard Backdash Bug==<br />
https://web.archive.org/web/20090817232442/https://www.dustloop.com/forums/showthread.php?t=7038<br />
<br />
Video example: https://www.youtube.com/watch?v=AXeGD-UcO4o<br />
<br />
==Throw Breaking Throw Counters==<br />
Video example: https://www.youtube.com/watch?v=LJI02Q3My4I</div>Scatteraxishttps://www.dustloop.com/w/GGST/Elphelt_Valentine/MatchupsGGST/Elphelt Valentine/Matchups2024-03-09T02:28:49Z<p>Emo Tarquin: /* Eddie In Neutral */ Correcting writing error</p>
<hr />
<div>== Matchups ==<br />
{{Matchup ToC}}<br />
<br />
==Asuka R==<br />
{{MatchupSummaryBox<br />
| character = Asuka R<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Hitting Cubes===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Asuka_HittingCubes.jpg|400px|right|thumb|Use that range to your advantage to swat cubes from afar!]]<br />
Elphelt is remarkably good at striking Asuka's cube spells from distance. Many of her normals cover these spells from far away, with really strong gatlings and special cancels to follow-up from. It can be very hard for Asuka to actually set up at distance without a potent combination of spells. This also makes it difficult for him to simply outspace Elphelt as she closes distance quickly.<br />
<div class="tabber-shadows-fix"><br />
{{clear}}<br />
<tabber><br />
Breaking Cubes =<br />
{{card<br />
|header=Breaking Cubes<br />
|content=<br />
Each of the following spells can be broken with many different tools. This provides a list of common reliable tools to do so.<br />
----<br />
[[file:GGST_Asuka_R_Howling_Metron.png|thumb|right|300x200px]]<br />
'''{{GGST-Spell|name=Howling Metron|link=No}}'''<br />
<br />
: Very fast, loses to all attacks. It is extremely hard to check on reaction due to its speed, but easily dealt with on prediction.<br />
{{clear}}<br />
----<br />
[[file:GGST_Asuka_R_Delayed_Howling_Metron.png|thumb|right|300x200px]]<br />
'''{{GGST-Spell|name=Delayed Howling Metron|link=No}}'''<br />
<br />
: Similar to {{GGST-Spell|name=Howling Metron|link=No}}, but with a noticable delay. Loses to all attacks, but its delayed timing can punish whiffed attacks trying to preempt the spell.<br />
{{clear}}<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Asuka_CubesGreen.webm|Autoplay|Loop|Muted|thumb|right]]<br />
'''{{GGST-Spell|name=Howling Metron MS Processing|link=No}}'''<br />
<br />
: Large sweep of cubes, able to break a lot of anti-cube attacks thanks to the lower angled cube. All three cubes can be reliably removed with {{clr|P|6P}} or {{clr|S|f.S}}. {{clr|K|5K}} can be used at close-range for a fast reaction. If needed, it is possible to use a well-timed {{ComboText|{{clr|P|2P}} > {{clr|P|2P}}}} at long-range.<br />
{{clear}}<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Asuka_CubesFire.webm|Autoplay|Loop|Muted|thumb|right]]<br />
'''{{GGST-Spell|name=Bit Shift Metron|link=No}}'''<br />
<br />
: A rapid-fire spread. A more threatening version of {{GGST-Spell|name=Howling Metron MS Processing|link=No}} when given more than 1 cube. Extremely hard to break through by force, only reliably breaking to {{ComboText|{{clr|S|f.S}} > {{clr|H|5H}} > (~{{clr|H|H}} or {{clr|K|214K}})}} at range. A preemptive {{MMC|input=214K|label=Out of Repair}} ''can'' work but is very slow to start up and must ''not run out of active frames'', requring good preemptive timing and usually only at 4 or less cubes.<br />
{{clear}}<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Asuka_CubesWave.webm|Autoplay|Loop|Muted|thumb|right]]<br />
'''{{GGST-Spell|name=Metron Arpeggio|link=No}}'''<br />
<br />
: A slow sweep of cubes. If allowed to set up, it's almost unbreakable. Options are limited to either carefully using {{clr|S|2S}} to cut out a gap for Elphelt (note that standing cancels will get hit), or from distance use {{ComboText|{{clr|H|5H}}~{{clr|H|H}} > ({{clr|K|214K}} or {{clr|D|236D}})}} to cut through the waves.<br />
}}<br />
|-|<br />
Miss Charlotte Trading =<br />
{{card<br />
|header= Miss Charlotte Trading<br />
|content=<br />
[[file:GGST_Elphelt_Valentine_Matchups_Asuka_CubesTrade.webm|Autoplay|Loop|Muted|thumb|right]]<br />
With Asuka's single-cube spells including {{GGST-Spell|name=Howling Metron|link=No}}, {{GGST-Spell|name=Delayed Howling Metron|link=No}}, {{GGST-Spell|name=Delayed Tardus Metron|link=No}}, and {{GGST-Spell|name=Bit Shift Metron|link=No}} (1), Elphelt is able to neutralise it with her own {{MMC|input=236S/H|label=Miss Charlotte}}. This is usable very preemptively to mitigate his next spell. When trading this way, Asuka will not gain any Tension, spends the full Mana cost, and loses his cube spell, making it able to potentially drain his resources this way.<br />
<br />
If Asuka performs {{ComboText|236X~4X}} to replace the spell, he is in recovery for 8F ''less'' than Elphelt. However, if Elphelt performed this 8F earlier than he cast the spell, this puts her in a functional frame advantage, in addition to the Mana cost exerted.<br />
<br />
The risk in this strategy is Asuka is still capable of evading the shot while casting spells and replacing resources, or closing distance to punish with a jump-in. In addition, this is almost completely useless against multi-cube spells, making it significantly weaker in Test Case 3.<br />
}}<br />
</tabber><br />
</div><br />
===Offense===<br />
----<br />
<br />
==Axl Low==<br />
{{MatchupSummaryBox<br />
| character = Axl Low<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Baiting Sickle Storm===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Axl_SickleStorm.jpg|400px|right|thumb|This final hit is extremely safe on block. Let's find a way around this!]]<br />
Axl's {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} is a unique invulnerable Overdrive, while normally weak for its slower startup and shorter horizontal range, its counterplay lies in attacking between hits, this makes it extremely problematic for Elphelt's Bomb-Bomb Chocolat okizeme which cannot avoid being jailed into the safe-on-block final hit, and has an enormous vertical reach to make it difficult to jump over. This needs some unique counterplay not found with other reversals.<br />
<br />
<div class="tabber-shadows-fix"><br />
{{clear}}<br />
<tabber><br />
Meterred Punishes =<br />
{{Card<br />
| header = Meterred Punishes<br />
| content =<br />
If you air block Sickle Storm, while you can't get a conventional punish, you can still punish using either 50% Burst or 50% Tension.<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Axl_DSSickleStorm.webm|Autoplay|Loop|Muted|thumb|right]]<br />
'''Deflect Shield''' {{InputBadge|50% Burst}}<br />
<br />
You can perform a Deflect Shield before you land, to cancel into a standard 3 frame landing recovery. This allows you recover just fast enough to use Bomb-Bomb Chocolat for a full punish.<br />
<br />
Despite its simplicity the input needs some finesse as you must input Bomb-Bomb Chocolat immediately after landing. This is usually easier to input as one motion {{inputBadge|214{{clr|D|D}}214{{clr|H|H}}}}.<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Axl_632146HSickleStorm.webm|Autoplay|Loop|Muted|thumb|right]]<br />
'''Juganto da parfeo''' {{InputBadge|50% Tension}}<br />
<br />
After air blocking Sickle Storm, there is a very small gap before the final hit which can be punished using {{MMC|input=632146H|label=Juganto da parfeo}} for 50% Tension.<br />
}}<br />
|-|<br />
Double Jump =<br />
{{Card<br />
| header = Double Jump<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Axl_JumpSickleStorm.webm|Autoplay|Loop|Muted|thumb|right]]<br />
By preemptively double jumping, Elphelt is able to get over Sickle Storm's height. If he takes the bait, you can use {{clr|D|j.D}} to stall in the air long enough to allow him to whiff before landing into a full {{clr|S|c.S}} punish.<br />
<br />
This is a very strong general-purpose callout, as it is very lot commitment. However, this will almost certainly end your offense immediately if Axl does not reversal, as Elphelt lacks particularly strong options after a double jump.<br />
----<br />
Double jumps cannot be buffered. It is not strictly important to get a very fast double jump, but double jumping too slowly may not avoid blocking Sickle Storm.<br />
}}<br />
|-|<br />
Miss Charlotte Ricochet =<br />
{{Card<br />
| header = Miss Charlotte Ricochet<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Axl_j236SSickleStorm.webm|Autoplay|Loop|Muted|thumb|right]]<br />
In a rare turn of events, Elphelt's {{MMC|input=j.236S/H|label=Air Miss Charlotte {{clr|S|S}}}} provides a highly specialised counterplay. Used preemptively, it keeps Elphelt barely above Sickle Storm's hitbox, and sets up a punish that allows a full combo.<br />
<br />
The biggest downside is the general risk in this callout. If Axl does not reversal, this allows him an extremely easy {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} Counter Hit, in addition to being left wide open to him using a Roman Cancel if he has 100% Tension.<br />
----<br />
The {{clr|H|H}} version will hit too slowly, causing Elphelt to get hit.<br />
}}<br />
|-|<br />
Air Double IB =<br />
{{Card<br />
| header = Air Double IB<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Axl_DoubleIBSickleStorm.webm|Autoplay|Loop|Muted|thumb|right]]<br />
The holy grail of Sickle Storm counterplay. Done correctly, Elphelt can treat Sickle Storm as a slow DP, and never has to break her offense to call it out, or spend resources to punish it. The drawback is this is excruciatingly difficult, and messing up means almost certainly taking a Sickle Storm to the face.<br />
<br />
Strictly speaking you need only IB the second hit, but the speed of the two hits makes this about the same difficulty as IBing both hits regardless.<br />
}}<br />
</tabber><br />
</div><br />
<br />
==Baiken==<br />
{{MatchupSummaryBox<br />
| character = Baiken<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Kabari {{clr|S|S}}===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Baiken_KabariS.jpg|400px|right|thumb|The tether is extremely dangerous, and it can be hard to avoid this.]]<br />
Baiken's {{MMC|chara=Baiken|input=41236S|label=Kabari {{clr|S|S}}}} is a very potent pressure reset and set-up. While slow to start up, it's virtually unavoidable after a short window, and can be used from almost any range in a blockstring. This is a major issue, as Elphelt does not have a particularly clean answer to respond, even if she can react in time, this is especially true as she is virtually incapable of using an IAD to punish.<br />
{{clear}}<br />
{{Card<br />
| header = Countering Kabari {{clr|S|S}}<br />
| content =<br />
Elphelt has two main options, {{clr|P|6P}} and {{MMC|input=214H|label=Bomb-Bomb Chocolat}}.<br />
----<br />
'''{{clr|P|6P}}'''<br />
<br />
If Baiken is too close, the {{clr|P|6P}} gets under the tether and counters for a clean punish. Unfortunately, it's easy to get too spaced from heavier strings or pokes in neutral, at which point it harmlessly clashes.<br />
<br />
This can be improved by adding a microdash before the input. While this reduces the window to react, at further spacings the Kabari lands slower, giving more time to respond.<br />
----<br />
'''Bomb-Bomb Chocolat'''<br />
<br />
As usual, Elphelt can substitute her Air Dash for Bomb-Bomb Chocolat. This quickly vaults the tether, and rewards with a full punish combo. This is usable even very close, however the added motion input and unsafe startup means it needs to be either be performed much faster, or the motion needs to be buffered in advance to allow a fast reaction input.<br />
}}<br />
<br />
==Giovanna==<br />
{{MatchupSummaryBox<br />
| character = Giovanna<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Defense===<br />
----<br />
<br />
{{Card<br />
| header = Sol Poente<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Giovanna_SolPoente6PCH.webm|Autoplay|Loop|Muted|thumb|right]]<br />
Unlike other characters, Elphelt's {{MMC|input=6P|hitboxMode=true|imageNumber=2|label={{clr|P|6P}}}} hits higher up, allowing it to Counter Hit Giovanna's {{MMC|chara=Giovanna|input=214S|label=Sol Poente}} early into the animation ''<u>instead of clashing</u>''. This allows Elphelt to act preemptively and still win the exchange without risking Giovanna Clash Cancelling.<br />
}}<br />
<br />
===Giovanna's Low Height===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Giovanna_LowHeight.jpg|400px|right|thumb|Giovanna's low stance can stop cetain attacks working. Thankfully, nothing too vital.]]<br />
Giovanna's crouch is one of the shortest in the game. She is so low it can ''low-profile'' certain attacks, rendering certain options non-functional.<br />
<br />
{{clear}}<br />
{{Card<br />
| header = Rising {{clr|K|j.K}}<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Giovanna_RisingjK.webm|Autoplay|Loop|Muted|thumb|right]]<br />
Elphelt's {{clr|K|j.K}} sees utility in neutral to disrupting certain movements and actions. Giovanna's standing height is very short and will evade this at any range.<br />
<br />
However, Giovanna's {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=f.S|label={{clr|S|f.S}}}}, and {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} all increase her height and can be hit by this.<br />
}}<br />
{{Card<br />
| header = IAD {{clr|K|j.K}}<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Giovanna_IADjK.webm|Autoplay|Loop|Muted|thumb|right]]<br />
Elphelt's IAD {{clr|K|j.K}} is a useful attack for a quick airdash attack, with a weaker on-block. While unchanged on standing, Giovanna's crouching will cause the {{clr|K|j.K}} to hit ''3 frames later'' (2F more than most characters). This makes it easier to react, but also largely affects potential frame data on crouching hit.<br />
<br />
Now, on crouching hit, it is +4 on hit, but also it becomes impossible to combo into {{clr|D|j.D}} as Elphelt lands before it becomes active. This means <u>there is no crouching combo available for IAD {{clr|K|j.K}}</u><br />
}}<br />
{{Card<br />
| header = Bomb-Bomb Chocolat {{clr|P|j.P}}<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Giovanna_214HjP.webm|Autoplay|Loop|Muted|thumb|right]]<br />
A niche option out of Bomb-Bomb Chocolat is to use {{clr|P|j.P}}, sometrings to string {{ComboText|{{clr|H|214H}} > {{clr|P|j.P}} > {{clr|P|j.P}}}}. While standing-only this setup autotimes certain moves. Giovanna's standing block state is so short that it avoids the initial {{clr|P|j.P}}, and while it can be delayed, it won't allow both to connect.<br />
}}<br />
{{Card<br />
| header = {{clr|S|j.S}} Jump Cancel {{clr|S|j.S}}<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Giovanna_jSjcJSWhiff.webm|Autoplay|Loop|Muted|thumb|right]]<br />
Elphelt has a niche mixup from Bomb-Bomb Chocolat, by delaying the {{clr|S|j.S}} by 1 frame she can jump cancel into a second {{clr|S|j.S}} for an overhead into a meterless combo. Unfortunately, this will whiff on Giovanna.<br />
}}<br />
<br />
==Johnny==<br />
{{MatchupSummaryBox<br />
| character = Johnny<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Punishing Mist Finer===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Johnny_MistFiner.jpg|400px|right|thumb|Mist Finer is unsafe on block even from this far away!]]<br />
Johnny's signature {{MMC|chara=Johnny|input=214]K[|label=Mist Finer}} is a massive attack he can threaten at any time, however without Turn Up by striking a card, it is '''-15 on block'''. While distance is normally an issue, Elphelt's {{MMC|input=5H|label={{clr|H|5H}}}} allows her to punish this.<br />
<br />
Spacing slightly affects options. At a closer range, reversal {{clr|D|2D}} catches the extended hurtbox from quite far away for a Hard Knockdown. At extreme distances the only comboing follow-up from {{clr|H|5H}} is a Wild Assault.<br />
<br />
==Leo Whitefang==<br />
{{MatchupSummaryBox<br />
| character = Leo Whitefang<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Guard Stance===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Leo_GuardStance.jpg|400px|right|thumb|Elphelt struggles to break the stance, but she has range to her advantage.]]<br />
Leo's distinctive Guard Stance after {{clr|S|f.S}} and {{clr|H|5H}} presents a unique problem for Elphelt. She only has 2 moves able to break it, {{clr|K|2K}} and {{clr|D|2D}}, requiring some creative solutions to open him up.<br />
<div class="tabber-shadows-fix"><br />
{{clear}}<br />
<tabber><br />
2D =<br />
{{Card<br />
| header = {{clr|D|2D}}<br />
| content =<br />
[[file:GGST_Leo_S-H_Hitbox.png|thumb|right|300x150px]]<br />
[[file:GGST_Elphelt_Valentine_2D_Hitbox.png|thumb|right|300x150px]]<br />
Elphelt's {{clr|D|2D}} is the single best meterless option available to her. It has a solid range, able to barely out-range the {{MMC|chara=Leo Whitefang|input=[s/h] h/s|label=Guard Stance Follow-up|imageNumber=3}}. This is especially important because Leo walks very slowly in this state, making it hard for him to force you to enter his range, and whiffing the follow-up leaves him briefly open to a whiff punish.<br />
}}<br />
|-|<br />
Wild Assault =<br />
{{Card<br />
| header = Wild Assault<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Leo_GuardStanceWA.webm|Autoplay|Loop|Muted|thumb|right]]<br />
Using Wild Assault, it is possible to trap Leo's Guard Stance into a {{clr|K|2K}} or Throw. This is especially useful as Elphelt can threaten Leo to stay in the Guard Stance using {{clr|S|f.S}} and {{clr|H|5H}} at substantial range. Notably, the entire sequence {{ComboText|{{clr|S|f.S}} > {{clr|H|5H}}~{{clr|H|H}}}} can be used outside of the follow-up range, whle punishing Leo exiting the stance at any point. This allows potentially forcing him to guard a Wild Assault, which leads comfortably into a Counter Hit {{clr|K|2K}} for okizeme.<br />
}}<br />
|-|<br />
Chain Lollipop =<br />
{{Card<br />
| header = Chain Lollipop<br />
| content =<br />
Elphelt has one other Low she can use, {{MMC|input=214S~K|label=Down Low!}} during Chain Lollipop. This can be achieved by ''whiffing'' {{MMC|input=214S|label=Here I Go!}} from a distance and approaching with it.<br />
<br />
If it can be set up, this Low has remarkably good range and can even hit past the range of the Guard Stance Follow-up. In addition, this can be used to bait Leo attacking preemptively. By whiff cancelling instead into {{MMC|input=214S~H|label=Nailed It!}}, it will safely punish his whiff.<br />
<br />
The biggest difficulty and why this will rarely be used is the need to be ''so far away'' you can safely whiff Here I Go! without entering Leo's range, making this rather impractical in most situations.<br />
}}<br />
</tabber><br />
</div><br />
<br />
==Sin Kiske==<br />
{{MatchupSummaryBox<br />
| character = Sin Kiske<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Baiting Hawk Baker===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Sin_HawkBaker.jpg|400px|right|thumb|Blocking Hawk Baker in the air makes it impossible to punish properly.]]<br />
Sin's unique invulnerable {{Keyword|DP}}, {{MMC|chara=Sin Kiske|input=623S|label=Hawk Baker}}, is a double-edged blade against Elphelt's {{MMC|input=214H|label=Bomb-Bomb Chocolat}} okizeme. Its two hits and a follow-up forces Elphelt to block and be denied access to a real punish even when she correctly baits the attack. However, its forward movement presents a strange weakness that can be exploited to deny Sin's reversal entirely, given the right situation. <br />
<div class="tabber-shadows-fix"><br />
{{clear}}<br />
<tabber><br />
Air Instant Block =<br />
{{Card<br />
| header = Air Instant Block<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Sin_AirIBHawkBaker.webm|Autoplay|Loop|Muted|thumb|right]]<br />
When landing Bomb-Bomb-Chocolat meaty, such as after an OTG, you may still block the attack. If you perform an ''instant block'', you will land and recover fast enough to still interrupt the second hit with {{clr|S|c.S}} for a huge combo.<br />
<br />
Because this is done while still airborne, this can still be performed as an Option Select with grounded options like {{clr|K|2K}}.<br />
----<br />
If {{clr|S|c.S}} is pressed slightly late, Sin will side-switch and can be comboed in the other direction as desired. Alternatively, you may IBFD to always force Sin to stay sameside and make {{ComboText|{{clr|H|6H}} > {{clr|H|214H}}}} confirms less likely to side-switch.<br />
}}<br />
|-|<br />
Deflect Shield Cancelling =<br />
{{Card<br />
| header = Deflect Shield Cancelling<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Sin_DSHawkBaker.webm|Autoplay|Loop|Muted|thumb|right]]<br />
If you air block Hawk Baker, you can perform a Deflect Shield just before you land, to cancel into a standard 3 frame landing recovery. This allows you recover fast enough to still interrupt the second hit with {{clr|S|c.S}} for a huge combo.<br />
<br />
The Deflect Shield timing is lenient. Doing it too early will cause Elphelt to float for longer, but she still lands in time to hit Sin grounded. Timing it later can allow an Air Counter Hit.<br />
}}<br />
|-|<br />
Side Switching Okizeme =<br />
{{Card<br />
| header = Side Switch Okizeme<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Sin_SideSwitchHawkBaker.webm|Autoplay|Loop|Muted|thumb|right]]<br />
Unlike most other DPs, Sin's Hawk Baker moves forward ''during startup'', and also ''cannot hit behind Sin''. This means if Elphelt is already crossing over Sin, it is extremely easy to side-switch, causing him to whiff entirely.<br />
<br />
In the corner, as long as Elphelt is considered ''moving forward'' during the startup, she takes the corner and Sin will whiff. This applies to any non-meaty Bomb-Bomb Chocolat, such as after {{MMC|input=214K|label=Out of Repair}} and {{MMC|input=214S~H|label=Nailed It!}}<br />
<br />
One advantage is this does not require Elphelt to avoid using air normals, as all of them will be safe regardless.<br />
}}<br />
|-|<br />
Juganto Punishing =<br />
{{Card<br />
| header = Juganto Punishing<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Sin_JugantoHawkBaker.webm|Autoplay|Loop|Muted|thumb|right]]<br />
While Elphelt is forced to take a second hit from the Hawk Baker, it isn't gapless, even without Faultless Defense to land sooner. Elphelt's invulnerable {{MMC|input=632146H|label=Juganto da parfeo}} is able to punish the attack, at the cost of 50% Tension.<br />
<br />
This is generally one of the weaker options, but a failsafe if failing to use any other methods. Be aware that this isn't strictly a guaranteed punish as Sin may still PRC after the DP connects, before the second hit does.<br />
}}<br />
</tabber><br />
</div><br />
<br />
==Zato-1==<br />
{{MatchupSummaryBox<br />
| character = Zato-1<br />
| oneliner = <br />
| favorability =<br />
| summary =<br />
}}<br />
<br />
===Round Start===<br />
----<br />
<br />
===Neutral===<br />
----<br />
<br />
===Defense===<br />
{{Card<br />
| header = Pierce RPS<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Zato_PierceRPS.webm|Autoplay|Loop|Muted|thumb|right]]<br />
''See also: [[GGST/Zato-1/Counterstrategy#Dealing_With_Pierce|Zato Counterstrategy: Dealing With Pierce]]<br />
<br />
Elphelt is able to interrupt between Eddie's Pierce with {{clr|P|2P}}. However, be mindful of cancel options, with {{clr|K|2K}} being a good check against {{MMC|chara=Zato-1|input=236K|label=That's a Lot!}} while still trading into Pierce, and {{clr|K|5K}} working from considerable range.<br />
<br />
At far spacing, Pierce RPS changes, as {{clr|P|2P}} trades at best, however it can be jumped safely and Zato cannot run mixups from this situation.<br />
<br />
While Bomb-Bomb Chocolat can be a method to jump out on read of a cancel such as That's a Lot! and Drunkard Shade, it will never actually ''punish'', and relies on Zato to not react in time. Furthermore if too spaced, the explosion actually clashes with That's a Lot! and cannot hit Zato at all.<br />
}}<br />
<br />
===Eddie In Neutral===<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Zato_EddieNeutral.jpg|400px|right|thumb|Eddie makes for a unique threat in neutral. However, taking out Eddie is halfway to taking out Zato!]]<br />
Zato has several versatile neutral tools utilising Eddie summons. Primarily these allow Zato to potentially set up an advantage without a knockdown. However, these risk losing Eddie entirely, disabling Zato's driving strength for a long time.<br />
<div class="tabber-shadows-fix"><br />
{{clear}}<br />
<tabber><br />
Miss Charlotte Pokes =<br />
{{Card<br />
| header = Miss Charlotte Pokes<br />
| content =<br />
[[file:GGST_Elphelt_Valentine_Matchups_Zato_236SPoke.webm|Autoplay|Loop|Muted|thumb|right]]<br />
As with most projectiles, Miss Charlotte makes an excellent way to remove Eddie on prediction. Eddie is tall enough to always be hit by grounded Miss Charlotte, and it can also hit him during {{MMC|chara=Zato-1|input=236P|label="Pierce"}} and {{MMC|chara=Zato-1|input=236S|label="Leap"}}, covering almost everything Eddie is most likely to threaten in neutral. Fortunately, Pierce hits too low to hit the extended hurtbox of Miss Charlotte, making it a consistent counter.<br />
<br />
Note that the projectile will fail during {{MMC|chara=Zato-1|input=236K|label="That's a Lot!"}} and {{MMC|chara=Zato-1|input=236H|label="Oppose"}}, however it's probably a good thing if Zato is spending Eddie gauge like this from long-range.<br />
}}<br />
|-|<br />
Counterpoking Leap =<br />
{{Card<br />
| header = Counterpoking Leap<br />
| content =<br />
''See also: [[GGST/Zato-1/Counterstrategy#Dealing_With_Leap|Zato Counterstrategy: Dealing With Leap]]<br />
----<br />
[[file:GGST_Elphelt_Valentine_Matchups_Zato_CounterpokeLeap.webm|Autoplay|Loop|Muted|thumb|right]]<br />
Eddie's "Leap" acts as a ginormous anti-air with advantage. It is very expensive for Zato, but can be especially dangerous on hit.<br />
<br />
<u>The initial rising hit cannot hit crouching</u>, this means Elphelt can safely use {{clr|D|2D}} and {{clr|H|2H}} to counter Zato while evading Leap. From spacing, Elphelt can use {{clr|S|f.S}} and {{clr|H|5H}}, as Eddie does not initially hit very far. {{clr|H|5H}} can even hit Eddie during the rising and falling arcs to remove him, even if accidentally whiffing Zato.<br />
<br />
Despite appearance, the falling hit is very hard to realiably hit with {{clr|P|5P}}, instead rely on {{clr|P|6P}} to attack Eddie.<br />
<br />
Be careful not to use {{MMC|input=214K|label=Out of Repair}}, {{MMC|input=214H|label=Bomb-Bomb Chocolat}}, or {{MMC|input=j.236S/H|label=Air Miss Charlotte}} as these almost always get countered.<br />
}}<br />
</tabber><br />
</div></div>Emo Tarquinhttps://www.dustloop.com/w/GGX/DefenseGGX/Defense2024-03-09T01:46:50Z<p>DarkTree: added page, added ukemi explanation</p>
<hr />
<div>{{MFlag|stub}}<br />
<br />
==Air Teching/Ukemi==<br />
Air Teching in GGX is performed by pressing any two buttons while in the air, with you able to control the direction you tech in by pressing 4 or 6. It can only be performed after the "Untechable time" incurred from the last attack to hit you ends (also sometimes blanketedly referred to as hitstun). <br />
<br />
It is otherwise largely homogenous to air teching systems found in other games, and aside from the input difference can be considered about the same as later iterations of XX up to [[GGACR]].<br />
<br />
==Dead Angle Attack==<br />
<br />
==Instant Block==<br />
<br />
==Faultless Defense==<br />
<br />
<br />
<br />
<br />
==Navigation==<br />
{{GGX/Navigation}}</div>DarkTreehttps://www.dustloop.com/w/DNFD/Monk/MatchupsDNFD/Monk/Matchups2024-03-05T15:32:15Z<p>Whatgoat: </p>
<hr />
<div><center>{{Character Label|DNFD|Monk|size=45px}}</center><br />
{{DNFD/CharacterLinks}}<br />
{{MFlag|expert}}<br />
{{MFlag|stub}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==Matchups==<br />
{{DNFD/Matchup ToC<br />
|replaytheater name=Monk}}<br />
<br />
==Summaries==<br />
===<font style="visibility:hidden" size="0">Battle Mage</font>===<br />
{{MatchupSummaryBox|character=Battle Mage<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Berserker</font>===<br />
{{MatchupSummaryBox|character=Berserker<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Berserker</font>===<br />
{{MatchupSummaryBox|character=Brawler<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Crusader</font>===<br />
{{MatchupSummaryBox|character=Crusader<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Dragon Knight</font>===<br />
{{MatchupSummaryBox|character=Dragon Knight<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Enchantress</font>===<br />
{{MatchupSummaryBox|character=Enchantress<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Ghostblade</font>===<br />
{{MatchupSummaryBox|character=Ghostblade<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Grappler</font>===<br />
{{MatchupSummaryBox|character=Grappler<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Hitman</font>===<br />
{{MatchupSummaryBox|character=Hitman<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Inquisitor</font>===<br />
{{MatchupSummaryBox|character=Inquisitor<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Kunoichi</font>===<br />
{{MatchupSummaryBox|character=Kunoichi<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Launcher</font>===<br />
{{MatchupSummaryBox|character=Launcher<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Lost Warrior</font>===<br />
{{MatchupSummaryBox|character=Lost Warrior<br />
|favorability=<br />
|oneliner=<br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Ranger</font>===<br />
{{MatchupSummaryBox|character=Ranger<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Spectre</font>===<br />
{{MatchupSummaryBox|character=Spectre<br />
|favorability={{clr|0|Even}} (Mirror)<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Striker</font>===<br />
{{MatchupSummaryBox|character=Striker<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Swift Master</font>===<br />
{{MatchupSummaryBox|character=Swift Master<br />
|favorability=<br />
|oneliner=<br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Troubleshooter</font>===<br />
{{MatchupSummaryBox|character=Troubleshooter<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
===<font style="visibility:hidden" size="0">Vanguard</font>===<br />
{{MatchupSummaryBox|character=Vanguard<br />
|favorability=<br />
|oneliner= <br />
|summary=&nbsp;<br />
* Matchup overview, overall scope, and other key matchup points go in this box<br />
}}<br />
====<big>Neutral</big>====<br />
----<br />
<br />
====<big>Offense</big>====<br />
----<br />
<br />
====<big>Defense</big>====<br />
----<br />
<br />
<br clear="all"><br />
<br />
==Navigation==<br />
<center>{{Character Label|DNFD|Monk|size=45px}}</center><br />
{{DNFD/CharacterLinks}}<br />
{{DNFD/Navigation}}</div>Whatgoathttps://www.dustloop.com/w/DNFD/Monk/StarterDNFD/Monk/Starter2024-03-05T15:30:52Z<p>Whatgoat: Created page with "{{TOC limit|3}} {{DNFD/CharacterLinks}} ======<span style="visibility:hidden;font-size:0">Key Moves</span>====== Uploading this as a template; replace text when editing <center><big>{{clr|5|Please read}} this section {{clr|5|before contributing to this page.}}</big></center> {{card |header=Key Moves |content= These are the moves that define a character. Think of moves that are required to mix, play neutral, or mak..."</p>
<hr />
<div>{{TOC limit|3}}<br />
{{DNFD/CharacterLinks}}<br />
======<span style="visibility:hidden;font-size:0">Key Moves</span>======<br />
Uploading this as a template; replace text when editing<br />
<br />
<center><big>{{clr|5|Please read}} [[Help:Writing_Character_Pages#Writing_Starter_Guides|this section]] {{clr|5|before contributing to this page.}}</big></center><br />
<br />
{{card<br />
|header=Key Moves<br />
|content=<br />
These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening<br />
<br />
Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. <br />
<br />
E.G: {{MMC|input=5A|label={{clr|1|5A}}}}<br />
<br />
<br />
|header2=Pressure Structure<br />
|content2=<br />
<big>'''Explain how to open up your opponent'''</big><br />
Safe pressure enders, pressure reset points and mix options are also useful here<br />
Try to avoid using FG terms, but if required, state the definition using keyterm.<br />
<br />
E.G: {{keyword|RPS}}<br />
<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Combos</span>======<br />
{{card<br />
|header=Combos<br />
|content=<big>'''Explain what type of pressure the character is best suited for with bolded words'''</big><br />
<br />
<br />
<br />
|header2=Combo Starters<br />
|content2= <br />
Best to give a common starter, fastest starter and your most optimal starter<br />
<br />
<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Spending Meter</span>======<br />
{{card<br />
|header=Spending MP<br />
|content=<br />
Explain your character's gameplan/ goal when using MP<br />
<br />
|header2=Utilising White Life<br />
|content2= <br />
Conversion mechanic = CV<br />
<br />
Point out potential neutral skips, methods to gain your wincon or whether using CV is worth it<br />
<br />
}}<br />
<br />
======<span style="visibility:hidden;font-size:0">What to do after a knockdown</span>======<br />
{{card<br />
|header=What to do after a knockdown<br />
|content=<br />
<br />
<br />
|header2= Unique Mechanic/ Tool for your Character<br />
|content2= <br />
<big>'''Highlight what the important thing is, how it's important, and ways to use said mechanic'''</big><br />
<br />
<br />
}}<br />
{{StarterGuideSEO}}</div>Whatgoathttps://www.dustloop.com/w/DNFD/Monk/DataDNFD/Monk/Data2024-03-05T15:18:34Z<p>PHaZeX3R0: /* 2S Data */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{DNFD/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{DNFD-character<br />
| name =Monk<br />
| prejump =4<br />
| backdash =??F<br />
| weight =<br />
| health =???<br />
| guard =???<br />
| MP_regen =??<br />
| walk_speed =??<br />
| back_walk_speed =??<br />
| dash_initial_speed=??<br />
| dash_acceleration =??<br />
| portrait =DNFD_Monk_Portrait.png<br />
| icon =DNFD_Monk_Icon.png<br />
| jump_duration =<br />
| jump_height =??<br />
}}<br />
<br />
==Normal Moves==<br />
===5A Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Normal<br />
|name=<br />
|input=5A<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=7<br />
|active=3<br />
|recovery=15<br />
|onBlock=-1<br />
|onHit=<br />
|images=DNFD Monk 5A.png<br />
|hitboxes=DNFD Monk 5A Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
<br />
}}<br />
<br />
===5AA Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Normal<br />
|name=<br />
|input=5AA<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=8<br />
|active=2,(7),3<br />
|recovery=16<br />
|onBlock=+2<br />
|onHit=<br />
|images=DNFD Monk 5AA 1.png;DNFD Monk 5AA 2.png<br />
|hitboxes=DNFD Monk 5AA 1 Hitbox.png;DNFD Monk 5AA 2 Hitbox.png;<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===5B Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Normal<br />
|name=5B<br />
|input=5B<br />
|guard=All, High <br />
|invuln=none<br />
|damage=<br />
|startup=10<br />
|active= 3,(7),3<br />
|recovery=22<br />
|onBlock=-3<br />
|onHit=<br />
|images=DNFD Monk 5B 1.png;DNFD Monk 5B 2.png<br />
|hitboxes=DNFD Monk 5B 1 Hitbox.png;DNFD Monk 5B 2 Hitbox.png<br />
|hitboxCaption=Frames 10-12\Frames 20-22<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===2A Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Normal<br />
|name=<br />
|input=2A<br />
|guard=<br />
|invuln=none<br />
|damage=<br />
|startup=5<br />
|active=2<br />
|recovery=19<br />
|onBlock=-3<br />
|onHit=<br />
|images=DNFD Monk 2A.png<br />
|hitboxes=DNFD Monk 2A Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===2B Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Normal<br />
|name=<br />
|input=2B<br />
|guard=Low<br />
|invuln=none<br />
|damage=<br />
|startup=12<br />
|active=3<br />
|recovery=23<br />
|onBlock=-5<br />
|onHit=<br />
|images=DNFD Monk 2B.png<br />
|hitboxes=DNFD Monk 2B Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===j.A Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Normal<br />
|name=<br />
|input=j.A<br />
|guard=High<br />
|invuln=none<br />
|damage=<br />
|startup=6<br />
|active=2,(6),3<br />
|recovery=Until landing +2<br />
|onBlock= <br />
|onHit= <br />
|images=DNFD Monk jA 1.png;DNFD Monk jA 2.png<br />
|hitboxes=DNFD Monk jA 1 Hitbox.png; DNFD Monk jA 2 Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===j.B Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Normal<br />
|name=<br />
|input=j.B<br />
|guard=High<br />
|invuln=none<br />
|damage=<br />
|startup=10<br />
|active=4<br />
|recovery=Until landing +3<br />
|onBlock= <br />
|onHit= <br />
|images=DNFD Monk jB.png<br />
|hitboxes=DNFD Monk jB Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Throw Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Other<br />
|name=Throw<br />
|input=A+B<br />
|guard=Throw<br />
|invuln=none<br />
|damage=150<br />
|startup=5<br />
|active=2<br />
|recovery=<br />
|onBlock= <br />
|onHit=HKD (+2)<br />
|images=DNFD Monk AB.png<br />
|hitboxes=DNFD Monk AB Hitbox.png<br />
|prorate=0%<br />
|MPcost= -<br />
}}<br />
<br />
===Dodge Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Other<br />
|name=Dodge<br />
|input=6G<br />
|guard=N/A<br />
|invuln=1~20 Strike, Projectile<br>21~30 Projectile<br />
|damage= <br />
|startup= <br />
|active= <br />
|recovery=<br />
|onBlock= <br />
|onHit= <br />
|images=DNFD Monk 6G.png<br />
|hitboxes=DNFD Monk 6G Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
}}<br />
<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Other<br />
|name=Backwards Dodge<br />
|input=4G<br />
|guard=N/A<br />
|invuln=1~20 Strike, Projectile<br>21~30 Projectile<br />
|damage= <br />
|startup= <br />
|active= <br />
|recovery=<br />
|onBlock= <br />
|onHit= <br />
|images=DNFD Monk 4G.png<br />
|hitboxes=DNFD Monk 4G Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
}}<br />
<br />
===Guard Cancel Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Other<br />
|name=Guard Cancel<br />
|input=6B+S<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit= <br />
|images=DNFD Monk 5S.png<br />
|hitboxes=DNFD Monk 5S Hitbox.png<br />
|prorate=0%<br />
|MPcost=100<br />
}}<br />
<br />
==Special Moves==<br />
===5S Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Heavenly Combination<br />
|input=5S<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=13<br />
|active=4<br />
|recovery=24<br />
|onBlock=-5<br />
|onHit=<br />
|images=DNFD Monk 5S.png<br />
|hitboxes=DNFD Monk 5S Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===5SS Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Heavenly Combination (Second)<br />
|input=5SS<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=15<br />
|active=7<br />
|recovery=19<br />
|onBlock=-1<br />
|onHit=<br />
|images=DNFD Monk 5SS.png<br />
|hitboxes=DNFD Monk 5SS Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===5SSS Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Heavenly Combination (Third)<br />
|input=5SSS<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=15<br />
|active=8<br />
|recovery=23<br />
|onBlock=-5<br />
|onHit=<br />
|images=DNFD Monk 5SSS.png<br />
|hitboxes=DNFD Monk 5SSS Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Second Upper<br />
|input=2S<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=15<br />
|active=3,(14),3<br />
|recovery=21<br />
|onBlock=+1 (2nd hit)<br />
|onHit= <br />
|images=DNFD Monk 2S 1.png;DNFD Monk 2S 2.png<br />
|hitboxes=DNFD Monk 2S 1 Hitbox.png;DNFD Monk 2S 2 Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===6S Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Ducking Dash<br />
|input=6S<br />
|guard=All<br />
|invuln=1~20 Projectile<br />
|damage=<br />
|startup=1<br />
|active=20<br />
|recovery=10<br />
|onBlock=<br />
|onHit= <br />
|images=DNFD Monk 6S.png<br />
|hitboxes=DNFD Monk 6S Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===6S~A Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Ducking Straight<br />
|input=6S~A<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=(10)+10<br />
|active=6<br />
|recovery=22<br />
|onBlock=-8<br />
|onHit= <br />
|images=DNFD Monk 6S~A.png<br />
|hitboxes=DNFD Monk 6S~A Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===6S~B Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Ducking Upper<br />
|input=6S~B<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=(10)+13<br />
|active=4<br />
|recovery=24<br />
|onBlock=-8<br />
|onHit= <br />
|images=DNFD Monk 6S~B.png<br />
|hitboxes=DNFD Monk 6S~B Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===6S~S Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Ducking Blow<br />
|input=6S~S<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=(10)+18<br />
|active=3<br />
|recovery=15<br />
|onBlock=+5<br />
|onHit= <br />
|images=DNFD Monk 6S~S.png<br />
|hitboxes=DNFD Monk 6S~S Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===4S Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Sway<br />
|input=4S<br />
|guard=All<br />
|invuln=3~20 Strike<br />
|damage= <br />
|startup=3<br />
|active= 17<br />
|recovery=10<br />
|onBlock=<br />
|onHit= <br />
|images=DNFD Monk 4S.png<br />
|hitboxes=DNFD Monk 4S Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=Special<br />
|name=Skywind<br />
|input=j.S<br />
|guard=High<br />
|invuln=none<br />
|damage=<br />
|startup=10<br />
|active=2<br />
|recovery=Until landing+5<br />
|onBlock= <br />
|onHit= <br />
|images=DNFD Monk jS.png<br />
|hitboxes=DNFD Monk jS 1 Hitbox.png;DNFD Monk jS 2 Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
==MP Special Moves==<br />
<br />
===5M Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=M<br />
|name=Big Bang Punch<br />
|input=5M<br />
|guard=All<br />
|invuln=15~30 Armor<br />
|damage=<br />
|startup=23<br />
|active=26<br />
|recovery=26<br />
|onBlock=-12<br />
|onHit= <br />
|images=DNFD Monk 5M.png<br />
|hitboxes=DNFD Monk 5M Hitbox.png<br />
|prorate=<br />
|MPcost=50<br />
|guardDamage=<br />
}}<br />
<br />
===623M Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=M<br />
|name=Corkscrew Blow<br />
|input=623M<br />
|guard=All<br />
|invuln=1~30 Armor<br />
|damage=<br />
|startup=21<br />
|active=15,(1),4,(28),5<br />
|recovery=34<br />
|onBlock=-23 (2nd hit) <br />
|onHit= <br />
|images=DNFD Monk 623M 1.png;DNFD Monk 623M 2.png<br />
|hitboxes=DNFD Monk 623M Hitbox 1.png;DNFD Monk 623M Hitbox 2.png;DNFD Monk 623M Hitbox 3.png;DNFD Monk 623M Hitbox 4.png<br />
|prorate=<br />
|MPcost=50<br />
|guardDamage=<br />
}}<br />
<br />
===214M Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=M<br />
|name=Gatling Punch<br />
|input=214M<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=25<br />
|active=3,(4),2,(5),2,(5),3,(3),3,(3),2,(4),2,(18),5<br />
|recovery=19<br />
|onBlock=-1<br />
|onHit= <br />
|images=DNFD Monk 214M 1.png;DNFD Monk 214M 2.png<br />
|hitboxes=DNFD Monk 214M Hitbox 1.png;DNFD Monk 214M Hitbox 2.png;DNFD Monk 214M Hitbox 3.png;DNFD Monk 214M Hitbox 4.png;DNFD Monk 214M Hitbox 5.png;DNFD Monk 214M Hitbox 6.png<br />
|prorate=<br />
|MPcost=70<br />
|guardDamage=<br />
}}<br />
<br />
===236M Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=M<br />
|name=Atomic Chopper<br />
|input=236M<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=20<br />
|active=3,(9),5<br />
|recovery=24<br />
|onBlock=-5<br />
|onHit= <br />
|images=DNFD Monk 236M 1.png;DNFD Monk 236M 2.png<br />
|caption=<br />
|hitboxes=DNFD Monk 236M 1 Hitbox.png;DNFD Monk 236M 2 Hitbox.png<br />
|prorate=<br />
|MPcost=60<br />
|guardDamage=<br />
}}<br />
<br />
===6S~M Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=M<br />
|name=Demolition Punch<br />
|input=6S~M<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=(10)+18<br />
|active=5<br />
|recovery=18<br />
|onBlock=+3<br />
|onHit= <br />
|images=DNFD Monk 6S~M.png<br />
|hitboxes=DNFD Monk 6S~M Hitbox.png<br />
|prorate=<br />
|MPcost=75<br />
|guardDamage=<br />
}}<br />
<br />
===4S~M Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=M<br />
|name=Demolition Punch<br />
|input=4S~M<br />
|guard=High<br />
|invuln=1~14 Armor<br />
|damage=<br />
|startup=(5)+20<br />
|active=15<br />
|recovery=16<br />
|onBlock=-8<br />
|onHit= <br />
|images=DNFD Monk 4S~M.png<br />
|hitboxes=DNFD Monk 4S~M Hitbox.png<br />
|prorate=<br />
|MPcost=70<br />
|guardDamage=<br />
}}<br />
<br />
===j.M Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=M<br />
|name=Big Bang Punch (Air)<br />
|input=j.M<br />
|guard=All<br />
|invuln=none<br />
|damage=<br />
|startup=24<br />
|active=Until collision<br />
|recovery=35<br />
|onBlock=-16 <br />
|onHit= <br />
|images=DNFD Monk jM.png<br />
|hitboxes=DNFD Monk jM Hitbox.png<br />
|prorate=<br />
|MPcost=40<br />
|guardDamage=<br />
}}<br />
<br />
==Awakening Skill==<br />
===AWS Data===<br />
{{MoveData-DNFD<br />
|chara=Monk<br />
|type=other<br />
|name=Execution of Justice: Holy See of Lemidios<br />
|input=AS<br />
|guard=All<br />
|invuln=none<br />
|damage=400<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit= <br />
|images=DNFD Monk AS.png;DNFD Monk AS 2.png<br />
|hitboxes=DNFD Monk AS Hitbox.png<br />
|prorate=<br />
|MPcost= -<br />
|guardDamage=<br />
}}<br />
<br />
==Category==<br />
{{#lst:DNFD/Navigation}}</div>Whatgoathttps://www.dustloop.com/w/DNFD/MonkDNFD/Monk2024-03-05T15:10:52Z<p>Whatgoat: /* Ducking Body Blow */</p>
<hr />
<div>{{MFlag|stub}}<br />
==Overview==<br />
{{DNFD/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header = Overview<br />
|content= Placeholder<br />
}}<br />
{{DNFD/Infobox<br />
|fastestAttack=x<br />
|reversal= {{clr|M|2M/623M}}<br />
}}<br />
{{ProsAndCons<br />
|intro = is classified as a '''''{{clr|#384597|Melee}}''''' type. While short ranged, he has tricky evasive movement and devastating damage.<br />
| pros = <br />
* '''Corner Carry''': Monk's moveset naturally moves him forward a lot, and his combo routes have a plethora of ways to push the opponent deep into the corner from anywhere.<br />
* '''Standing Overheads''': Monk is the only character in the game with access to standing overheads, one of which is also an armored launcher that starts some of his highest damage routes.<br />
| cons = <br />
* '''No True Reversal''': His {{keyword|DP}} is armor rather than invulnerable, which loses to lows and throws. Because its also considered a reversal, he can't conversion cancel it like most armor moves.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card<br />
|header= [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Monk_Awakening_Icon.png|40px]][[File:DNFD_Increase_Damage_Icon.png|40px]] One True Justice<br />
|content=<div style="text-align: center"><br />
{{FrameDataNotes|DNFD|Awakening Overview}}<br />
<br />
Allows all normals & skills to be canceled into {{MMC|input=6S|label={{clr|S|Ducking Dash}}}} or {{MMC|input=4S|label={{clr|S|Sway}}}} even if they whiff.<br><br />
MP Skills can also be canceled with {{MMC|input=6S|label={{clr|S|Ducking Dash}}}} or {{MMC|input=4S|label={{clr|S|Sway}}}} on hit & block.<br><br />
Increasess Damage inflicted when landing attacks.<br />
</div><br />
}}<br />
{{clear}}<br />
{{card<br />
|header= [[File:DNFD_Clear_Cube.png|40px]] Awakening Effect:[[File:DNFD_Increase_Damage_Icon.png|40px]][[File:DNFD_Defense_Up_Icon.png|40px]][[File:DNFD_Movement_Speed_Up_Icon.png|40px]] Deathblow<br />
|content=<div style="text-align: center"><br />
{{FrameDataNotes|DNFD|Awakening Overview2}}<br />
<br />
Increasess Damage inflicted when landing attacks.<br><br />
Increases Defense.<br><br />
Increases Movement Speed.<br />
</div><br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{DNFD_Move_Card<br />
|input=5A<br />
|description=<br />
Placeholder<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA<sup>[+]</sup>}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw<br />
}}<br />
<br />
===<big>{{clr|A|5AA}}</big>===<br />
{{DNFD_Move_Card<br />
|input=5AA<br />
|description=<br />
Placeholder<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{DNFD_Move_Card<br />
|input=5B<br />
|description=<br />
First hit whiffs on crouching for smaller characters and the second hit is an overhead that hits on frame 20.<br />
<br />
Can frame trap into this from jab if the first hit whiffs.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{DNFD_Move_Card<br />
|input=2A<br />
|description=<br />
Placeholder<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{DNFD_Move_Card<br />
|input=2B<br />
|description=<br />
Monk's only low. Launches on hit and is good for picking up juggles into {{clr|S|5S}}. Can be used as a mixup option if the opponent is expecting to stand block the second hit of {{clr|B|5B}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{DNFD_Move_Card<br />
|input=j.A<br />
|description=<br />
Placeholder<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|S|j.S}}, {{clr|M|j.M}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{DNFD_Move_Card<br />
|input=j.B<br />
|description=<br />
Placeholder<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|j.S}}, {{clr|M|j.M}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}}<br />
{{DNFD_Move_Card<br />
|input=A+B<br />
|description=<br />
Placeholder<br />
}}<br />
<br />
===<big>Dodge</big>===<br />
{{InputBadge|'''{{clr|W|6G}}'''}}<br />
{{DNFD_Move_Card<br />
|input=6G<br />
|description=<br />
Placeholder<br />
}}<br />
<br />
===<big>Backwards Dodge</big>===<br />
{{InputBadge|'''{{clr|W|4G}}'''}}<br />
{{DNFD_Move_Card<br />
|input=4G<br />
|description=<br />
Placeholder<br />
}}<br />
<br />
<br />
===<big>Guard Cancel</big>===<br />
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}}<br />
{{DNFD_Move_Card<br />
|input=6B+S<br />
|description=<br />
Placeholder<br />
}}<br />
<br />
==Skills==<br />
===<big>Heavenly Combination</big>===<br />
{{InputBadge|'''{{clr|S|5S}}'''}},{{InputBadge|'''{{clr|S|5SS}}'''}},{{InputBadge|'''{{clr|S|5SSS}}'''}}<br />
{{DNFD_Move_Card<br />
|input=5S,5SS,5SSS<br />
|versioned=name<br />
|description=<br />
Rekka series with wide cancel windows for staggering. Typically used to pickup a a juggle into some good corner carry distance.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|6S}}, {{clr|S|4S}}, {{clr|M|MP Skills}}<br />
----<br />
;{{clr|S|5S}}<br />
<br />
----<br />
;{{clr|S|5SS}}<br />
<br />
----<br />
;{{clr|S|5SSS}}<br />
<br />
<br />
}}<br />
<br />
===<big>Second Upper</big>===<br />
{{InputBadge|'''{{clr|S|2S}}'''}}<br />
{{DNFD_Move_Card<br />
|input=2S<br />
|description=<br />
Corner juggle combo tool and occasional anti-air.<br />
<br />
*Either hit is special cancellable<br />
*Only the second hit is jump cancellable<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] Jump, {{clr|S|6S}}, {{clr|S|4S}}, {{clr|M|MP Skills}}<br />
}}<br />
<br />
===<big>Ducking Dash</big>===<br />
{{InputBadge|'''{{clr|S|6S}}'''}} {{DNFDicon|icon=pi}}<br />
{{DNFD_Move_Card<br />
|input=6S<br />
|description=<br />
Placeholder<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|M|MP Skills}}, {{clr|S|6S}}~{{clr|A|A}}, {{clr|S|6S}}~{{clr|B|B}}, {{clr|S|6S~S}}, {{clr|S|6S}}~{{clr|M|M}}<br />
}}<br />
<br />
===<big>Ducking Straight</big>===<br />
{{InputBadge|'''{{clr|S|6S}}'''}}~{{InputBadge|'''{{clr|A|A}}'''}} {{DNFDicon|icon=pi}}<br />
{{DNFD_Move_Card<br />
|input=6S~A<br />
|description=<br />
Used for picking up combos from far launches (such as from {{clr|S|4S}}~{{clr|M|M}}) into corner carry routes.<br />
<br />
*Has at least a 10 additional frame startup from {{MMC|input=6S|label={{clr|S|Ducking Dash}}}}.<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|M|MP Skills}}<br />
}}<br />
<br />
===<big>Ducking Upper</big>===<br />
{{InputBadge|'''{{clr|S|6S}}'''}}~{{InputBadge|'''{{clr|B|B}}'''}} {{DNFDicon|icon=pi}}<br />
{{DNFD_Move_Card<br />
|input=6S~B<br />
|description=<br />
Generally only used to jump cancel in combo routes, or catch an opponent who is attempting to jump out against Ducking Dash.<br />
<br />
*Has at least a 10 additional frame startup from {{MMC|input=6S|label={{clr|S|Ducking Dash}}}}.<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: Jump, {{clr|M|MP Skills}}<br />
}}<br />
<br />
===<big>Ducking Body Blow</big>===<br />
{{InputBadge|'''{{clr|S|6S~S}}'''}} {{DNFDicon|icon=pi}}<br />
{{DNFD_Move_Card<br />
|input=6S~S<br />
|description=<br />
Slower startup than the other Ducking follow-ups, but great for resetting pressure thanks to being naturally plus on block and cancellable into {{clr|S|4S}}. Useful in pressure after conditioning the opponent to block, letting Monk perform frametrap setups with {{clr|S|4S}} > {{clr|S|6S}}~{{clr|A|A}} or go for more layered options.<br />
<br />
{{clr|S|6S~S}} also has a lot of hitstun and untechable time making it useful in combos (especially juggling in the corner with Gold Cube).<br />
<br />
*Has at least a 10 additional frame startup from {{MMC|input=6S|label={{clr|S|Ducking Dash}}}}.<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|S|4S}}, {{clr|M|MP Skills}}<br />
}}<br />
<br />
===<big>Sway</big>===<br />
{{InputBadge|'''{{clr|S|4S}}'''}} {{DNFDicon|icon=nti}}<br />
{{DNFD_Move_Card<br />
|input=4S<br />
|description=<br />
Placeholder<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|S|6S}}, {{clr|S|4S}}~{{clr|M|M}}<br />
}}<br />
<br />
===<big>Skywind</big>===<br />
{{InputBadge|'''{{clr|S|j.S}}'''}} {{DNFDicon|icon=oh}}<br />
{{DNFD_Move_Card<br />
|input=j.S<br />
|description=<br />
Monk's main mixup tool in neutral. <br />
<br />
It has long reach and jails into {{clr|M|j.MS}}, which Monk can then {{clr|S|4S}} out of to escape on block while being easily hit-confirmable into huge damage and corner carry.<br />
<br />
*Second hit vacuums and only activates on block or hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|M|j.M}}<br />
}}<br />
<br />
==MP Skills==<br />
===<big>Big Bang Punch</big>===<br />
{{InputBadge|'''{{clr|M|5M}}'''}} {{DNFDicon|icon=armor}} {{DNFDicon|icon=pi}} {{DNFDicon|icon=hkd}} <br />
{{DNFD Move Card|game=DNFD|mp=yes<br />
|input=5M|type=M<br />
|description=<br />
Placeholder<br />
}}<br />
<br />
===<big>Corkscrew Blow</big>===<br />
{{InputBadge|'''{{clr|M|2M}}'''}} or {{InputBadge|'''{{clr|M|623M}}'''}} {{DNFDicon|icon=armor}} {{DNFDicon|icon=proj|info=The tornado is a projectile.}} <br />
{{DNFD Move Card|game=DNFD|mp=yes<br />
|input=623M,2M<br />
|description=<br />
Monk's only "reversal" option, which is an armored move and not an invincible DP. Since it's still considered as a reversal attack, he can't conversion cancel it like with other armored moves such as {{clr|S|4S}}~{{clr|M|M}} and {{clr|M|5M}}.<br />
}}<br />
<br />
===<big>Atomic Chopper</big>===<br />
{{InputBadge|'''{{clr|M|6M}}'''}} or {{InputBadge|'''{{clr|M|236M}}'''}} {{DNFDicon|icon=otg}} {{DNFDicon|icon=hkd}} <br />
{{DNFD_Move_Card|game=DNFD|mp=yes<br />
|input=236M,6M<br />
|description=<br />
Placeholder<br />
}}<br />
<br />
===<big>Gatling Punch</big>===<br />
{{InputBadge|'''{{clr|M|4M}}'''}} or {{InputBadge|'''{{clr|M|214M}}'''}} {{DNFDicon|icon=otg}} {{DNFDicon|icon=hkd}} <br />
{{DNFD Move Card|game=DNFD|mp=yes<br />
|input=214M,4M<br />
|description=<br />
Placeholder<br />
}}<br />
<br />
===<big>Demolition Punch</big>===<br />
{{InputBadge|'''{{clr|S|6S}}'''}}~{{InputBadge|'''{{clr|M|M}}'''}} {{DNFDicon|icon=pi}}<br />
{{DNFD Move Card|game=DNFD|mp=yes<br />
|input=6S~M<br />
|description=<br />
A projectile invincible follow-up for when the dash's invincibility isn't enough, amazing against projectiles that stay in front of the user and are incredibly active (i.e. Inquisitor's Burning Wheel and Swift Master's Vortex Hurricane).<br />
<br />
*Has at least a 10 additional frame startup from {{MMC|input=6S|label={{clr|S|Ducking Dash}}}}.<br />
}}<br />
<br />
===<big>Chopping Hammer</big>===<br />
{{InputBadge|'''{{clr|S|4S}}'''}}~{{InputBadge|'''{{clr|M|M}}'''}} {{DNFDicon|icon=armor}} {{DNFDicon|icon=oh}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}} {{DNFDicon|icon=proj|info=The shockwave is a projectile}}<br />
{{DNFD Move Card|game=DNFD|mp=yes<br />
|input=4S~M<br />
|description=<br />
An armored overhead OTG launcher that also forces a hard knockdown. Used for whiff punishing from Sway, for mixups, and is an all around amazing combo tool, especially in the corner.<br />
<br />
*Has at least a 5 additional frame startup from {{MMC|input=4S|label={{clr|S|Sway}}}}.<br />
}}<br />
<br />
===<big>Big Bang Punch (Air)</big>===<br />
{{InputBadge|'''{{clr|M|j.M}}'''}} {{DNFDicon|icon=otg}} {{DNFDicon|icon=hkd}} <br />
{{DNFD Move Card|game=DNFD|mp=yes<br />
|input=j.M<br />
|description=<br />
{{clr|M|j.M}} is a standard Divekick that knocks down and can hit OTG to pick up combos, especially in the corner. Since it leaves monk grounded, he can cancel the recovery into {{clr|S|4S}}~{{clr|M|M}} to OTG into a combo which is easily done from confirming {{clr|S|j.S}}(2) into {{clr|M|j.M}}.<br />
<br />
Should the opponent block {{clr|M|j.M}}, cancelling into {{clr|S|4S}} will almost always leave Monk safe on block.<br />
<br />
*Fails to combo from {{clr|S|j.S}}(1) if done from too far<br />
<br />
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|S|4S}}<br />
}}<br />
<br />
==Awakening Moves==<br />
===<big>Execution of Justice: Holy See of Lemidios</big>===<br />
{{InputBadge|'''{{clr|AS|AS}}'''}}<br />
{{DNFD_Move_Card<br />
|input=AS<br />
|conditions=During Awakening<br />
|description=<br />
Tremendous vertical reach, striking almost all the way up to the ceiling.<br />
}}<br />
<br />
==Colors==<br />
{{DNFDColors<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|DNFD|Monk|32px}}</center><br />
{{DNFD/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{DNFD/Navigation}}</div>Whatgoathttps://www.dustloop.com/w/GBVSR/Version/1.22GBVSR/Version/1.222024-03-05T03:25:21Z<p>Triplicity: 1.22</p>
<hr />
<div>{{GBVSRPatch<br />
|version=[[GBVSR/Version/1.22|Ver1.22]]<br />
|date=February 27th 2024<br />
|summary=Bug fixes related to 2B and PS4/PS5's Figure Studio.<br />
|links=<br />
}}<br />
<br />
{{GGST/PatchNotesCard<br />
|header=Battle-related bugs fixed<br />
|content=<br />
* If 2B switches places with her opponent at the same time as performing A150: Volt, the skill appears in the wrong location.<br />
* 2B currently recovers 2 BP upon her SBA, Android Kick Sequence (Charged Laser), connecting.<br />
** Under normal circumstances, only 1 BP should recover.<br />
{{clear}}<br />
}}<br />
<br />
{{GGST/PatchNotesCard<br />
|header=Figure Studio bug fixed<br />
|content=<br />
* In some circumstances, basic shapes appear as the wrong size when editing them.<br />
** PS5/PS4 only.<br />
{{clear}}<br />
}}<br />
<br />
<br />
==Navigation==<br />
{{:GBVSR/Version/Navigation}}</div>Triplicityhttps://www.dustloop.com/w/BatFan/Tier_ListsBatFan/Tier Lists2024-03-04T20:09:50Z<p>PrivateTarkus: Created page with "{{Tier List Disclaimer}} ==Japanese Wiki Tier List== {{:Battle Fantasia/Tier_List}}"</p>
<hr />
<div>{{Tier List Disclaimer}}<br />
<br />
==Japanese Wiki Tier List==<br />
{{:Battle Fantasia/Tier_List}}</div>PrivateTarkushttps://www.dustloop.com/w/GG2/Ky_Kiske/StarterGG2/Ky Kiske/Starter2024-02-25T16:25:50Z<p>Rojo Hou: Created page with "=Use this for now= https://w-atwiki-jp.translate.goog/guiltygear2/pages/190.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp ==Navigation== {{GG2/Navigation}}"</p>
<hr />
<div>=Use this for now=<br />
https://w-atwiki-jp.translate.goog/guiltygear2/pages/190.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp<br />
<br />
==Navigation==<br />
{{GG2/Navigation}}</div>Rojo Houhttps://www.dustloop.com/w/GG2/Izuna/StarterGG2/Izuna/Starter2024-02-25T16:24:53Z<p>Rojo Hou: Created page with "=Use this for now= Honestly if your just starting the game you should probably pick another character. If that won't stop you go to the JP wiki and read up. https://w-atwiki-jp.translate.goog/guiltygear2/pages/197.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp ==Navigation== {{GG2/Navigation}}"</p>
<hr />
<div>=Use this for now=<br />
Honestly if your just starting the game you should probably pick another character. If that won't stop you go to the JP wiki and read up.<br />
<br />
https://w-atwiki-jp.translate.goog/guiltygear2/pages/197.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp<br />
<br />
==Navigation==<br />
{{GG2/Navigation}}</div>Rojo Houhttps://www.dustloop.com/w/GG2/Dr._Paradigm/StarterGG2/Dr. Paradigm/Starter2024-02-25T16:23:11Z<p>Rojo Hou: Created page with "=Use this for now= https://w-atwiki-jp.translate.goog/guiltygear2/pages/189.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp ==Navigation== {{GG2/Navigation}}"</p>
<hr />
<div>=Use this for now=<br />
https://w-atwiki-jp.translate.goog/guiltygear2/pages/189.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp<br />
<br />
==Navigation==<br />
{{GG2/Navigation}}</div>Rojo Houhttps://www.dustloop.com/w/GG2/Sin/StarterGG2/Sin/Starter2024-02-25T16:20:45Z<p>Rojo Hou: Created page with "=Use this for now= https://w-atwiki-jp.translate.goog/guiltygear2/pages/44.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp ==Navigation== {{GG2/Navigation}}"</p>
<hr />
<div>=Use this for now=<br />
https://w-atwiki-jp.translate.goog/guiltygear2/pages/44.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp<br />
<br />
==Navigation==<br />
{{GG2/Navigation}}</div>Rojo Houhttps://www.dustloop.com/w/GG2/Sol_Badguy/StarterGG2/Sol Badguy/Starter2024-02-25T16:18:42Z<p>Rojo Hou: </p>
<hr />
<div>='''Just use this for now.'''=<br />
<br />
https://w-atwiki-jp.translate.goog/guiltygear2/pages/159.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=en&_x_tr_pto=wapp<br />
<br />
<br />
==Navigation==<br />
{{GG2/Navigation}}</div>Rojo Houhttps://www.dustloop.com/w/GGP2/May/DataGGP2/May/Data2024-02-24T02:54:08Z<p>Emo Tarquin: /* {{clr|AB|6AB}} */</p>
<hr />
<div>==System Data==<br />
{{GGP2-character<br />
|name=May<br />
|portrait=GGP2_May_Portrait.png<br />
|nameplate=GGP2_May_Nameplate.png<br />
|icon=GGP2_May_Icon.png<br />
|forwardWalkSpeed=12<br />
|backwardWalkSpeed=8<br />
}}<br />
<br />
==Move Data==<br />
===Normal Moves===<br />
===={{clr|B|5B}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=5B<br />
|input=5B<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=-<br />
|images=GGP2 May 5B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|c.A}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=c.A<br />
|input=c.A<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 5A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|f.A}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=f.A<br />
|input=f.A<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May fA.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|5AB}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=5AB<br />
|input=5AB<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 5AB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|B|2B}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=2B<br />
|input=2B<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 2B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|2A}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=2A<br />
|input=2A<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 2A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|2AB}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=2AB<br />
|input=2AB<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 2AB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|B|6B}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=6B<br />
|input=6B<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 6B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|6A}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=6A<br />
|input=6A<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 6A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|6AB}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Dust Attack<br />
|input=6AB<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 6AB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|B|3B}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=3B<br />
|input=3B<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 3B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|B|j.B}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=j.B<br />
|input=j.B<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May jB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|j.A}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=j.A<br />
|input=j.A<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May jA.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|j.AB}}====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=j.AB<br />
|input=j.AB<br />
|type=normal<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 5AB.png<br />
|caption=The {{clr|AB|5AB}} of the sky<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Universal mechanics===<br />
<br />
====Throw====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Throw<br />
|input=6A or 4A<br />
|type=throw<br />
|guard=Throw<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May Throw.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Special Moves===<br />
====Mr. Dolphin Horizontal====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Mr. Dolphin Horizontal<br />
|input=[4]6A<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 46A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Mr. Dolphin Vertical====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Mr. Dolphin Vertical<br />
|input=[2]8A<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 28A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Restive Rolling====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Restive Rolling<br />
|input=623A<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 623A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Restive Rolling Follow-up<br />
|input=623A~A<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 623AA.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Overhead Kiss====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Overhead Kiss<br />
|input=63214B<br />
|type=special<br />
|guard=Throw<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 623A 63214B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Applause for the Victim====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Applause for the Victim<br />
|input=41236X<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=-<br />
|images=GGP2 May 41236X.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Overdrives===<br />
====Ultimate Whiner====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=Ultimate Whiner<br />
|input=632146AB<br />
|type=super<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 632146AB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Instant Kill===<br />
====May and the Jolly Crew====<br />
{{MoveData-GGP2<br />
|chara=May<br />
|name=May and the Jolly Crew<br />
|input=6321463214AB during IK Mode<br />
|type=instant kill<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 May 6321463214AB IK.png;GGP2 May 6321463214AB IK 2.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}</div>Emo Tarquinhttps://www.dustloop.com/w/GGP2/MayGGP2/May2024-02-24T01:22:10Z<p>Emo Tarquin: /* {{clr|AB|6AB}} */</p>
<hr />
<div><div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=''Placeholder''<br />
}}<br />
{{GGP2/Infobox|width=1<br />
|fastestAttack = <br />
|reversal = None<br />
}}<br />
{{ProsAndCons<br />
|intro = ''Placeholder''<br />
|pros=<br />
* <br />
|cons=<br />
* <br />
}}<br />
</div><br />
{{Note|level=low|'''Note:''' Guilty Gear Petit 2 runs at 30 FPS. Frame data is approximately halved compared to other games.}}<br />
<br />
==Normal Moves==<br />
<br />
==={{clr|B|5B}}===<br />
{{GGP2_Move_Card<br />
|input=5B<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|A|c.A}}===<br />
{{GGP2_Move_Card<br />
|input=c.A<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|A|f.A}}===<br />
{{GGP2_Move_Card<br />
|input=f.A<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|AB|5AB}}===<br />
{{GGP2_Move_Card<br />
|input=5AB<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|B|2B}}===<br />
{{GGP2_Move_Card<br />
|input=2B<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|A|2A}}===<br />
{{GGP2_Move_Card<br />
|input=2A<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|AB|2AB}}===<br />
{{GGP2_Move_Card<br />
|input=2AB<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|B|6B}}===<br />
{{GGP2_Move_Card<br />
|input=6B<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|A|6A}}===<br />
{{GGP2_Move_Card<br />
|input=6A<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|AB|6AB}}===<br />
{{GGP2_Move_Card<br />
|input=6AB<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|B|3B}}===<br />
{{GGP2_Move_Card<br />
|input=B<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|B|j.B}}===<br />
{{GGP2_Move_Card<br />
|input=j.B<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|A|j.A}}===<br />
{{GGP2_Move_Card<br />
|input=j.A<br />
|description=<br />
<br />
}}<br />
<br />
==={{clr|AB|j.AB}}===<br />
{{GGP2_Move_Card<br />
|input=j.AB<br />
|description=<br />
<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===Throw===<br />
{{InputBadge|{{clr|A|6A}}}} or {{InputBadge|{{clr|A|4A}}}}<br />
{{GGP2_Move_Card<br />
|input=6A or 4A<br />
|description=<br />
Throw occurs if the opponent is within range after inputting. If not, it will instead perform the respective attack, {{clr|A|c.A}}, {{clr|A|f.A}}, or {{clr|A|6A}}.<br />
----<br />
<br />
* Knocks the opponent into the ground for a Hard Knockdown.<br />
}}<br />
<br />
===Dead Angle Attack===<br />
{{InputBadge|{{clr|AB|6AB}} during blockstun}}<br />
{{GGP2_Move_Card<br />
|input=<br />
|description=<br />
<br />
}}<br />
<br />
==Special Moves==<br />
<br />
==Navigation==<br />
To edit frame data, go to [[GGP2/May/Data]]</div>Emo Tarquinhttps://www.dustloop.com/w/GGP2/Sol_Badguy/DataGGP2/Sol Badguy/Data2024-02-21T03:34:39Z<p>Emo Tarquin: /* Instant Kill */</p>
<hr />
<div>==System Data==<br />
{{GGP2-character<br />
|name=Sol Badguy<br />
|portrait=GGP2_Sol_Badguy_Portrait.png<br />
|nameplate=GGP2_Sol_Badguy_Nameplate.png<br />
|icon=GGP2_Sol_Badguy_Icon.png<br />
|forwardWalkSpeed=12<br />
|backwardWalkSpeed=8<br />
}}<br />
<br />
==Move Data==<br />
===Normal Moves===<br />
===={{clr|B|5B}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=5B<br />
|input=5B<br />
|type=normal<br />
|guard=All / Air<br />
|damage=3, 2<br />
|startup=4<br />
|active=1 (4) 3<br />
|recovery=9<br />
|onBlock=-8<br />
|images=GGP2 Sol Badguy 5B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|c.A}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=c.A<br />
|input=c.A<br />
|type=normal<br />
|guard=All / Air<br />
|damage=6<br />
|startup=5<br />
|active=3<br />
|recovery=6<br />
|onBlock=+5<br />
|images=GGP2 Sol Badguy 5A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|f.A}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=f.A<br />
|input=f.A<br />
|type=normal<br />
|guard=All / Air<br />
|damage=7<br />
|startup=7<br />
|active=2<br />
|recovery=10<br />
|onBlock=+2<br />
|images=GGP2 Sol Badguy fA.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|5AB}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=5AB<br />
|input=5AB<br />
|type=normal<br />
|guard=All<br />
|damage=9<br />
|startup=7<br />
|active=2<br />
|recovery=9<br />
|onBlock=+3<br />
|images=GGP2 Sol Badguy 5AB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|B|2B}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=2B<br />
|input=2B<br />
|type=normal<br />
|guard=Low<br />
|damage=3<br />
|startup=5<br />
|active=2<br />
|recovery=8<br />
|onBlock=+4<br />
|images=GGP2 Sol Badguy 2B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|2A}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=2A<br />
|input=2A<br />
|type=normal<br />
|guard=All / Air<br />
|damage=6<br />
|startup=5<br />
|active=2<br />
|recovery=6<br />
|onBlock=+6<br />
|images=GGP2 Sol Badguy 2A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|2AB}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=2AB<br />
|input=2AB<br />
|type=normal<br />
|guard=All<br />
|damage=8<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|onBlock=+3<br />
|images=GGP2 Sol Badguy 2AB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|B|6B}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=6B<br />
|input=6B<br />
|type=normal<br />
|guard=All / Air<br />
|damage=4<br />
|startup=7<br />
|active=4<br />
|recovery=5<br />
|onBlock=+5<br />
|images=GGP2 Sol Badguy 6B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|6A}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=6A<br />
|input=6A<br />
|type=normal<br />
|guard=All<br />
|damage=10, 9<br />
|startup=8<br />
|active=4, 3<br />
|recovery=10<br />
|onBlock=+1<br />
|images=GGP2 Sol Badguy 6A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|6AB}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Dust Attack<br />
|input=6AB<br />
|type=normal<br />
|guard=High<br />
|damage=9<br />
|startup=14<br />
|active=3<br />
|recovery=10<br />
|onBlock=+1<br />
|images=GGP2 Sol Badguy 6AB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|B|j.B}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=j.B<br />
|input=j.B<br />
|type=normal<br />
|guard=High / Air<br />
|damage=4<br />
|startup=6<br />
|active=6<br />
|recovery=3<br />
|onBlock=+9 (IAD)<br />
|images=GGP2 Sol Badguy jB.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|A|j.A}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=j.A<br />
|input=j.A<br />
|type=normal<br />
|guard=High / Air<br />
|damage=7<br />
|startup=7<br />
|active=2<br />
|recovery=8<br />
|onBlock=+10 (IAD)<br />
|images=GGP2 Sol Badguy jA.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===={{clr|AB|j.AB}}====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=j.AB<br />
|input=j.AB<br />
|type=normal<br />
|guard=High / Air<br />
|damage=6, 7<br />
|startup=6<br />
|active=1,5<br />
|recovery=19<br />
|onBlock=+9 (IAD)<br />
|images=GGP2 Sol Badguy jAB.png<br />
|caption=No, the recovery is not a typo<br>...and not in the usual way!<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Universal mechanics===<br />
<br />
====Throw====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Throw<br />
|input=6A or 4A<br />
|type=throw<br />
|guard=Throw<br />
|damage=10<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy Throw.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Special Moves===<br />
====Gunflame====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Gunflame<br />
|input=236A<br />
|type=special<br />
|guard=All / Air<br />
|damage=<br />
|startup=15<br />
|active=19<br />
|recovery=4<br />
|onBlock=+0<br />
|images=GGP2 Sol Badguy 236A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Riot Stamp====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Riot Stamp<br />
|input=214B<br />
|type=special<br />
|guard= High / Air<br />
|damage=8<br />
|startup=2 after reaching wall<br />
|active=Until landing<br />
|recovery=10 (OH 2)<br />
|onBlock=+4~+8<br />
|images=GGP2 Sol Badguy 214B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Volcanic Viper====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Volcanic Viper A<br />
|input=623A<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 623A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Volcanic Viper AB<br />
|input=623AB<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 623A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Volcanic Viper DI AB<br />
|input=DI 623AB<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 623A.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Knockdown====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Knockdown<br />
|input=623A~214B<br />
|type=special<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 623A 214B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Ground Viper====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Ground Viper<br />
|input=214A<br />
|type=special<br />
|guard=Low, All/Air<br />
|damage=2×3, 7×2<br />
|startup=7<br />
|active=3,3,3 (1) 2 (1) 2<br />
|recovery=27<br />
|onBlock=-18<br />
|images=GGP2 Sol Badguy 214A.png;GGP2 Sol Badguy 214A 2.png<br />
|caption=&nbsp;\Ends with a Volcanic Viper<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Bandit Revolver====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Bandit Revolver<br />
|input=236B<br />
|type=special<br />
|guard=All / Air<br />
|damage=4, 4<br />
|startup=7<br />
|active=1 (8) 4<br />
|recovery=11<br />
|onBlock=-1<br />
|images=GGP2 Sol Badguy 236B.png;GGP2 Sol Badguy 236B 2.png<br />
|caption=&nbsp;\Standard follow-up<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Bandit Revolver<br />
|input=236[B]<br />
|type=special<br />
|guard=High / Air<br />
|damage=6<br />
|startup=4<br />
|active=7<br />
|recovery=18<br />
|onBlock=-11<br />
|images=GGP2 Sol Badguy 236B Held.png<br />
|caption={{clr|B|236[B]}} follow-up<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Wild Throw====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Wild Throw<br />
|input=623B<br />
|type=special<br />
|guard=Throw<br />
|damage=12<br />
|startup=1<br />
|active=4<br />
|recovery=19<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 623B.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Overdrives===<br />
====Tyrant Rave====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Tyrant Rave<br />
|input=632146AB<br />
|type=super<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 632146AB.png;GGP2 Sol Badguy 632146AB 2.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
====Dragon Install====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Dragon Install<br />
|input=214214A<br />
|type=super<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 214214A.png;GGP2 Sol Badguy 214214A 2.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}<br />
<br />
===Instant Kill===<br />
====Napalm Death====<br />
{{MoveData-GGP2<br />
|chara=Sol Badguy<br />
|name=Napalm Death<br />
|input=236236AB during IK Mode<br />
|type=instant kill<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|images=GGP2 Sol Badguy 236236AB IK.png;GGP2 Sol Badguy 236236AB IK 2.png<br />
|caption=<br />
|invuln=<br />
|notes=<br />
}}</div>Emo Tarquinhttps://www.dustloop.com/w/GBVSR/2B/StarterGBVSR/2B/Starter2024-02-20T22:20:51Z<p>FGP Ryuga: /* {{InvisibleText|Specials}} */</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
==Notation==<br />
{{card<br />
|content=<br />
This page uses [[Notation|Numpad Notation]], meaning that moves like for example {{Ni|236}} '''+''' {{Prompt|GBVS|L}}, {{Ni|623}} '''+''' {{Prompt|GBVS|M}} or {{Ni|6}} '''+''' {{Prompt|GBVS|H}} will be written as {{clr|L|236L}}, {{clr|M|623M}} and {{clr|H|6H}} respectively ("X" means "any button"). It is recommended that you familiarize yourself with Numpad Notation before reading further.<br />
}}<br />
<br />
==Key Moves==<br />
==={{InvisibleText|Pressuring The Opponent}}===<br />
{{Card<br />
|header=Pressuring The Opponent<br />
|content=<br />
<gallery widths="200"><br />
GBVSR_2B_5L.png|'''{{clr|L|5L}}'''<br>+2 on block with good reach and links into itself. <br />
GBVSR_2B_2L.png|'''{{clr|L|2L}}'''<br>-2 on block low with good reach that chains into itself and 5L.<br />
GBVSR_2B_5M.png|'''{{clr|M|5M}}'''<br> Terrible on block but has massive reach and is backed by special cancels that grant safety or frame advantage.<br />
</gallery><br />
|header2=Controlling The Ground<br />
|content2=<br />
==={{InvisibleText|Controlling The Ground}}===<br />
<gallery widths="200"><br />
GBVSR_2B_5M.png|'''{{clr|M|5M}}'''<br> Has massive reach and functions like a 66L for her. <br />
GBVSR_2B_2M.png|'''{{clr|M|2M}}'''<br> Has great range and is 2B's least committal option in neutral due to the short recovery on whiff.<br />
GBVSR_2B_5H.png|'''{{clr|H|5H}}'''<br> 2B's longest poke. Leads to damaging midscreen combos when properly spaced. <br />
</gallery><br />
}}<br />
<br />
{{Card<br />
|header=Anti-Airs<br />
|content=<br />
==={{InvisibleText|Anti-Airs}}===<br />
<gallery widths="200"><br />
GBVSR_2B_2H.png|'''{{clr|H|2H}}'''<br> Amazing anti-air that hits well above 2B. <br />
</gallery><br />
|header2=Jumping In<br />
|content2=<br />
==={{InvisibleText|Air Buttons}}===<br />
<gallery widths="200"><br />
GBVSR_2B_jM.png|'''{{clr|M|J.M}}'''<br> The speed allows this to be used low to the ground for safejump mixups when combined with j.U.<br />
GBVSR_2B_jH.png|'''{{clr|H|J.H}}'''<br> 2B's primary jump in. Covers a wide arc and crosses up. <br />
GBVSR_2B_jU.png|'''{{clr|U|J.U}}'''<br> Enables 2B to bait the opponent's anti air and throw tech attempts by halting her air momentum. <br />
</gallery><br />
}}<br />
<br />
==={{InvisibleText|Specials}}===<br />
{{Card<br />
|header= Specials<br />
|content=<br />
<gallery widths="200"><br />
GBVSR_2B_236L.png|'''{{clr|L|236L}}'''<br> Safe blockstring ender that can be used to control the space in front of 2B in neutral. <br />
GBVSR_2B_236M.png|'''{{clr|M|236M}}'''<br> Snipes the opponents projectiles and setup attempts. Also a safe and rewarding frame trap option in corner blockstrings.<br />
GBVSR_2B_214M.png|'''{{clr|M|214M}}'''<br> Ignores projectiles and leads to a strike/throw situation on block or a combo if the opponent was hit.<br />
GBVSR_2B_22L.png|'''{{clr|L|22L}}'''<br> Can hop over lows and punish opposing projectiles. Leaves 2B with enough advantage on block to begin offense with 5M.<br />
</gallery><br />
<br />
}}<br />
<br />
==Neutral==<br />
{{card<br />
|header =<br />
|content = <br />
<br />
}}<br />
==Pressure==<br />
==={{InvisibleText|Setplay}}===<br />
{{card<br />
|header=Setplay<br />
|content=<br />
<br />
}}<br />
==Combos==<br />
==={{InvisibleText|Far Midscreen}}===<br />
{{TheoryBox<br />
| Title = Far Midscreen<br />
| Oneliner = <br />
| Difficulty = <br />
| Video = <br />
| Thumbnail = <br />
| Recipe =<br />
| content =<br />
}}<br />
<br />
==={{InvisibleText|Midscreen Combos}}===<br />
{{TheoryBox<br />
| Title = Midscreen<br />
| Oneliner = <br />
| Difficulty = <br />
| Video = <br />
| Thumbnail = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==={{InvisibleText|Corner BnB}}===<br />
{{TheoryBox<br />
| Title = Corner BnB<br />
| Oneliner = <br />
| Difficulty = <br />
| Video = <br />
| Thumbnail = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Spending Resources==<br />
==={{InvisibleText|Using Meter}}===<br />
{{TheoryBox<br />
| Title = Using Meter<br />
| Oneliner = <br />
| Difficulty = <br />
| Video = <br />
| Thumbnail = <br />
| Recipe = <br />
| content =<br />
}}<br />
==={{InvisibleText|Using Raging Strike}}===<br />
{{TheoryBox<br />
| Title = Using Raging Strike<br />
| Oneliner = <br />
| Difficulty = <br />
| Video = <br />
| Thumbnail = <br />
| Recipe = <br />
| content =<br />
}}<br />
==Further Learning==<br />
{{card<br />
|content = You can head to 2B's [[GBVSR/2B/Combos|Combo Page]] to learn more about her combos or visit her [[GBVSR/2B/Strategy|Strategy Section]].<br />
}}<br />
<br />
==Video Resources==<br />
{{card<br />
|header=<br />
|content=<br />
<br />
<!---<br />
{{#ev:youtube|VIDEO_ID_HERE}}<br />
}}<br />
---><br />
==Navigation==<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>SiriusBaconhttps://www.dustloop.com/w/GBVSR/2B/StrategyGBVSR/2B/Strategy2024-02-20T21:34:02Z<p>Nightshifter: /* Offense */</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
==General Strategies==<br />
2B is a character with gigantic, advancing normals as well as a highly versatile toolbox. Despite all her special moves being tied to a single resource (the SKL gauge), having all of her special moves available most if not all of the time is a massive boon to her. It's important to note that ''every 2B player will use their SKL gauge differently.'' Getting comfortable with the character will hinge on the ability to balance this gauge and all of the moves it's tied to. Each of 2B's special moves has its own distinct niche, but at a basic level the most important ones to understand are the following:<br />
<gallery widths="280px" heights="180px"><br />
GBVSR 2B 236L.png | Costs ''0 SKL gauge'' and is safe on block. Can be used even when no SKL is available.<br />
GBVSR 2B 214L.png | Costs 3 SKL gauge, is safe if spaced, and is the main combo option from {{clr|M|2M}}.<br />
GBVSR 2B 236H.png | Costs 5 SKL gauge and is highly advantageous on block while also frame trapping from {{clr|M|M}} and {{clr|H|H}} buttons.<br />
</gallery><br />
From there, her moves get more situational. That isn't to say they aren't good, but those are the moves to familiarize with first. Aside from her normal attacks, her toolkit differs from every other GBVSR character because of her Assault autocombos and Multistrike Protocol. Instead of having dash attacks, she has whiff cancels using her autocombo follow-ups to protect herself in neutral. In order to stay safe, she can use the following options:<br />
# {{clr|L|L}} ender or {{clr|L|L}}~{{clr|M|M}} ender from Striking Assault. This is generally the safest option to use.<br />
# {{clr|M|M}}~{{clr|L|L}} or {{clr|M|M}}~{{clr|L|[L]}} enders from Slashing Assault. There's some RPS here between launching the gauntlet or not.<br />
# {{clr|L|236L}}/'''Sp''' ender from Severing Assault or any previous Assault combinations. 2B has the fewest safe options from Severing Assault.<br />
As one might expect, every option in the autocombo save for the Multistrike Protocol ender is special cancelable. Instead of ending with Multistrike Protocol, she can use some SKL gauge to steal a turn. In terms of using normals, these are the two most important normals to learn how to use:<br />
<gallery widths="280px" heights="180px"><br />
GBVSR 2B 5M.png | Excellent advancing whiff punish button. Comes with whiff cancels and a nasty extended hurtbox.<br />
GBVSR 2B 2M.png | Defensive counterpart to {{clr|M|5M}}. Requires SKL to get anything meaningful out of it.<br />
</gallery><br />
It's tempting to want to press {{clr|M|5M}} or {{clr|H|5H}} for everything, but this will only work for so long. {{clr|M|2M}} is much safer to use on defense due to its speed, overall duration, and lack of forward movement compared to her other options. {{clr|H|5H}}, while strong, is more useful as a pre-emptive crush for opponent {{clr|M|M}} normals and as a corner pressure tool than as a standard neutral tool.<br />
<br />
==Neutral==<br />
=== Defensive Neutral and Holding Space ===<br />
2B doesn't have many neutral tools for playing defensively outside of her outstanding normals. Most of her kit is built around approaching the opponent and keeping her turn. However, the ones that she does have are very strong and usually augment her approach and pressure game. Her {{MMC|input=j.U|label={{clr|U|j.U}} float}} is strong for holding space with her {{MMC|input=j.M|label=powerful jump normals}} as well as freezing her momentum to mess with anti-air timings. It's minimum height is relatively lax and 2B may want to be higher or lower depending on the MU and what advancing special moves the opponent has available. {{clr|M|2M}} has been mentioned before but is excellent at stopping approaches and greedy Cross Over attempts. She also has not one but two beams with {{MMC|input=236M|label={{clr|M|236M}}}} and {{MMC|input=236U|label={{clr|U|236U}}}} to interrupt zoning with, although {{clr|U|236U}} is typically better suited for combos. Keep in mind that {{clr|M|236M}} will clash with single hit projectiles and lose to most {{clr|H|H}} fireballs (as well as other multihit fireballs like {{MMC|chara=Lucilius|input=236L|label=Luci's}}.<br />
<br />
=== Offensive Neutral and Taking Space ===<br />
Her approach tools are also quite strong. Her {{MMC|input=j.H|label={{clr|H|j.H}}}} is particularly nasty when combined with {{clr|U|j.U}} and her double jump as its hitbox is massive. {{MMC|input=6U|label={{clr|U|6U}}}} as a small parry duration during its startup and can be held to make 2B rush at her opponent in a terrifyingly fast dead sprint. This special dash can be cancelled into normals like her normal dash, but carries a little extra risk as 2B is in a counterhit state as she runs. {{MMC|input=214M|label={{clr|M|214M}}}} is a full screen, plus on block special move that is essentially un-punishable if 2B uses it at 3/4ths of the screen or farther. When used close, it can be punished by roll and is generally vulnerable to jumps, but doing so is difficult on reaction. Lastly, she can use {{MMC|input=22L|label={{clr|L|22L}}}} as a fakeout and a low/throw crush. This move is very slow but works wonders on opponents conditioned to throw, press {{clr|L|2L}} on defense, or otherwise react late to 2B's approach.<br />
<br />
==Offense==<br />
'''Noteworthy normals:'''<br />
* {{clr|L|5L}} is +2 on block - her best strike/throw button. {{clr|L|5L}}, {{clr|L|5L}}, {{clr|M|2M}} is a good string for discouraging mashing and creating great spacing.<br />
* {{clr|L|5LL}} and {{clr|L|2L}} are only -2.<br />
* {{clr|H|5H}} and {{clr|H|5HH}} are -10 but they maintain any existent spacing between 2B and her opponent. {{clr|H|5HHH}} will close the gap, however.<br />
Every other normal is extremely negative, around -10. This makes 2B very reliant on spacing traps (mostly with already spaced {{clr|H|H}} normals) and special moves to maintain pressure in most situations.<br />
<br />
'''Ways to discourage mashing:'''<br />
<br />
1. {{clr|H|5HHHH}} / {{clr|L|5L}}~{{clr|H|H}} / {{clr|H|5H}}~{{clr|L|L}} -- Frametraps but is -10 on block and has no cancel options, would not recommend using it but it's there.<br />
<br />
2. {{MMC|input=214L|label={{clr|L|214L}}}} -- Costs 3 SKL. Gives a full combo in the corner. -6 on block but safe with good spacing.<br />
<br />
3. {{MMC|input=236H|label={{clr|H|236H}}}} -- Costs 5 SKL. Gives a full combo in the corner and is plus on block.<br />
<br />
'''Plus frames:'''<br />
* '''{{clr|H|5H}}~{{clr|L|L!}} / {{clr|L|5L}}~{{clr|H|H!}}''' -> Costs 0 SKL. +3 on block but leaves a very big gap that can be mashed and jumped out of. Will need conditioning to work. Can beat preemptive dodges on reaction by holding down the button until the opponent enters recovery.<br />
<br />
* {{MMC|input=22L|label='''{{clr|L|22L}}'''}} -> Costs 3 SKL. +3 on block. Can be used for throw baits, though jumping into {{clr|U|j.U}}~{{clr|H|j.H}} is preferred for that purpose. Beats mashing and preemptive dodging (!!) but loses to reactive dodging and air-to-airing.<br />
<br />
* '''{{clr|H|236H}}''' -> Costs 5 SKL. +4 point blank, better with spacing. Her best way to get plus frames but also the most expensive. Loses to preemptive dodging (can still block), but frametraps anything.<br />
<br />
* {{MMC|input=214H|label='''{{clr|H|214H}}'''}} -> Costs 5 SKL. +6 on block but requires proper spacing, otherwise it'll be -6 (but with great pushback, so still basically safe). Frametraps and is plus even against dodges.<br />
<br />
* {{MMC|input=214M|label='''{{clr|M|214M}}'''}} -> Costs 3 SKL. Beats mashing only after {{clr|H|H}} normals (and trades with 5-framers if point blank, leaving her +2). Loses to dodging, whether preemptive or reactive. Best used after applying mental stack with other moves.<br />
<br />
'''Extra tools:'''<br />
<br />
* '''{{MMC|input=6U|label={{clr|U|6U}}}} cancel''' -> Costs 4 SKL. Mashable, but very hard to see if used sparingly. Gives 2B a strike/throw.<br />
<br />
* {{MMC|input=236L|label='''{{clr|L|236L}}'''}} -> Costs 0 SKL. Safe gapless blockstring ender. Opponent gets to have a turn after blocking this.<br />
<br />
* {{MMC|input=236M|label='''{{clr|M|236M}}'''}} -> Costs 3 SKL. Alternative ender to {{clr|L|236L}}, -4 on block and frametraps. The benefit to this is that you can pick up with {{clr|M|2M}} in the corner should it counterhit. Won't frametrap off {{clr|H|H}} buttons.<br />
<br />
* '''{{clr|L|5L}}~{{clr|M|M}} / {{clr|M|5M}}~{{clr|L|L}}''' -> Enders that return 2B to neutral, but can be rolled through and get her punished. Holding down the button makes her not shoot the gauntlet, which lets her punish roll attempts but is otherwise much more negative. Risky mind game.<br />
<br />
2B wants to condition her opponents into holding her plus frames, meaning she has to play around beating mashing or dodging. The best ways for her to do this are spacing traps (using {{clr|H|H}} buttons from a far enough distance), especially combined with {{clr|H|214H}}, as well as alternating between {{clr|H|236H}} (frametrap, unreactable, loses to preemptive dodge) and {{clr|L|22L}} (beats preemptive dodge but loses to reactions). This strategy combined with her many, many other options once they're conditioned to sit still, should mentally overload the opponent. Should 2B fail to open up her opponent, she has to either let them have a turn or play a mind game that puts either her or her opponent in a combo (or just returns her to neutral if they do nothing, but {{clr|L|5L}}~{{clr|M|M}} / {{clr|M|5M}}~{{clr|L|L}} is quite telegraphed).<br />
=== Ideal Pressure Scenarios ===<br />
<gallery widths="280px" heights="180px"><br />
GBVSR 2B 5L.png | {{clr|L|5L}}: 2B's only naturally plus on block normal.<br />
GBVSR 2B 5LL.png | {{clr|L|5LL}}: -2 on block confirm tool from {{clr|L|5L}}.<br />
GBVSR 2B 2L.png | {{clr|L|2L}}: 2B's fastest low. Chains into itself and {{clr|L|5L}}.<br />
</gallery><br />
2B's '''light normals''' are the core of her up-close pressure. They cost no SKL gauge (as one might expect) and she can enforce {{clr|L|5L}}'s plus frames with another {{clr|L|5L}} or with {{clr|M|2M}} when out of range. This also doubles as a counterhit confirm, but it will not combo against crouching opponents.<br />
<br />
{{clr|L|5L}}, {{clr|L|5L}}, {{clr|M|2M}} is a great string for discouraging mashing that also creates ideal spacing for 2B. She can frametrap with {{clr|H|236H}} or {{clr|H|214H!}} afterwards or begin spaced {{clr|H|5H}} pressure.<br />
<br />
=== Keeping Pressure On ===<br />
<gallery widths="280px" heights="180px"><br />
GBVSR 2B 214M.png | {{clr|M|214M}}: Costs 3 SKL gauge, +5 on block. Loses to dodge/roll and jumps due to its long total duration.<br />
GBVSR 2B 22L.png | {{clr|L|22L}}: Costs 3 SKL gauge, +3 on block. Beats dodge/roll but loses to pre-emptive jumps and anti-air specials.<br />
GBVSR 2B 236H.png | {{clr|H|236H}}: Costs 5 SKL gauge, +4 on block at worst. Frame traps from {{clr|M|M}}/{{clr|H|H}} moves and starts combos in the corner.<br />
GBVSR 2B 214H.png | {{clr|H|214H}}: Costs 5 SKL gauge. It's a giant hammer. +6 Guard Crush on block if it sweet spots, -6 if not. Exceptionally useful in the corner.<br />
GBVSR 2B 6U.png | {{clr|U|6U}}: Costs 4 SKL gauge and requires conditioning, but lets 2B threaten with a throw or {{clr|L|5L}} after any of her special cancelable normals.<br />
GBVSR 2B 5HL.png | {{clr|H|H}}~{{clr|L|L}}: Gimmicky pressure reset. Just doing the swing will frame trap but leave 2B at -10 on block. Holding {{clr|H|[H]}} to hit the gauntlet is interruptible (26f) but +3 on block and wallbounces on hit.<br />
</gallery><br />
As 2B does not have a traditional {{clr|L|66L}}, she's forced to rely on her special moves to keep her turn. Thankfully, she has a lot of them. Each one typically requires a different response, so it's up to you as the 2B player to rotate them effectively. 2B can in theory keep opponents locked down for as long as she has SKL gauge, but keep in mind that SKL gauge also dictates what combo options are available once the opponent actually gets hit.<br />
<br />
=== Disengaging Safely ===<br />
As mentioned in the [[GBVSR/2B/Strategy#General_Strategies|General Strategy]] section, 2B's escape options become more and more limited when using higher strength autocombo starters. {{MMC|input=236L|label={{clr|L|236L}}}} and {{MMC|input=5LLLL|label={{clr|L|5LLLL}}}} are her safest options, but they're restricted by distance and starter. Her next safest option is the {{MMC|input=5L~M|label={{clr|L|5L}}~{{clr|M|M}}}} ender. On paper it looks safer, but there's a gap between the second sword slash and the gauntlet launch which introduces some RPS. The opponent can roll through the gauntlet and punish 2B as the ender becomes -8, but 2B can hold {{clr|M|[M]}} to not launch the gauntlet. If she does this, she becomes -21 on block but +8 on roll, instead allowing her to punish. If the opponent doesn't know this, abuse it. Otherwise, tread carefully.<br />
<br />
Being -3 or -4 allows 2B to use {{MMC|input=5U|label={{clr|U|5U}}}} (and {{MMC|input=6U|label={{clr|U|6U}}}} to an extent) when spaced out of {{clr|L|L}} normal range to counter longer-reaching pokes. This is highly negative if the opponent chooses to do nothing, but can catch opponents trying to take their turn with slower, long-reaching pokes. Check the [[GBVSR/2B#Evasive_Maneuver|Overview Page]] section on the move for more precise details on how this works. Usually she will need to use the {{clr|U|U}} follow-up to score a punish.<br />
<br />
==Okizeme==<br />
=== Setplay Tools ===<br />
<gallery widths="280px" heights="180px"><br />
GBVSR 2B 5L.png | {{clr|L|5L}}: Ol' reliable. +2 on block. Works whenever 2B can get close enough to use it.<br />
GBVSR 2B 22M.png | {{clr|M|22M}}: Gravity Well, costs 3 SKL. Requires a setup but makes {{clr|L|5L}} incredibly annoying by negating pushback.<br />
GBVSR 2B jH.png | {{clr|H|j.H}}: Ideal button for safejumps, should 2B have enough advantage for one.<br />
GBVSR 2B 22U.png | {{clr|U|22U}}: Tandem Top, costs 4 SKL and 50 meter. Requires a setup but gives 2B a guaranteed high/low mixup between {{clr|U|j.U}}~{{clr|M|j.M}} and land {{clr|L|2L}}/{{clr|U|2U}}.<br />
</gallery><br />
Depending on the knockdown, 2B has a multitude of options to pick from. The options listed here are loosly ordered by how strong they are for 2B from least to most. Managing SKL is important as spending too much on opening up an opponent will not only limit 2B's combo options, but also her setup options after said combo.<br />
<br />
=== Common Okizeme Situations ===<br />
==== Pod A ====<br />
{{GBVSR Move Card|game=GBVSR|chara=2B<br />
|chara=2B<br />
|input=236L<br />
|description=<br />
A last resort pressure ender more than anything. Leaves 2B at 0 on grounded hit, which is worse for her than other characters up close as she has no 5f normal. Avoid if at all possible.<br />
}}<br />
<br />
==== Assault Enders and Multistrike Protocol ====<br />
{{GBVSR Move Card|game=GBVSR|chara=2B<br />
|input=5MMMM, 5L~M, 5M~H<br />
|versioned=input<br />
|description=<br />
2B's common autocombo enders. Most will allow for her to chase with dash or {{clr|U|6U}} and meaty with {{clr|L|5L}} if the opponent doesn't back tech, but will require {{clr|M|5M}} if they do.<br />
}}<br />
<br />
==== Midscreen 214L ====<br />
{{GBVSR Move Card|game=GBVSR|chara=2B<br />
|input=214L<br />
|description=<br />
In the corner, this move allows for a continued combo which can allow for a stronger setup. Midscreen, however, 2B's options are very limited. She can chase the opponent with a dash or with {{clr|U|6U}} but will typically be out of range for a meaty {{clr|L|5L}}. Instead, she'll have to use {{clr|M|5M}}, which heavily limits her pressure options.<br />
}}<br />
<br />
==== Throw ====<br />
{{GBVSR Move Card|game=GBVSR|chara=2B<br />
|input=LU<br />
|description=<br />
2B has by far the most amount of options available after landing a throw. Being a +44 hard knockdown, she gets her choice of the following as a baseline:<br />
# Meaty {{clr|L|5L}} (after dash or {{clr|U|6U}}). Good ol' rock.<br />
# Safejump {{clr|H|j.H}} (corner only). If the opponent respects it, she can try a float mixup.<br />
# Advantageous {{clr|M|22M}} setup into meaty {{clr|L|5L}}.<br />
# {{clr|U|22U}} setup into high/low (refunds meter).<br />
}}<br />
<br />
==== Corner Juggle ====<br />
A more nebulous situation. {{clr|L|5LLL}} and {{clr|H|2H}} are relatively common towards the end of combos and are both special cancelable. Depending on what 2B has resources for, she can opt to set up {{clr|M|22M}} or {{clr|U|22U}} on the opponent and retain enough advantage to meaty or pursue a mixup.<br />
<br />
==== Skybound Art/Super Skybound Art ====<br />
Both of 2B's supers have much less frame advantage on hit than average which doesn't let her safejump after them.<br />
<br />
==Defense==<br />
=== Abare Tools ===<br />
2B does not have a 5f close normal, instead both her {{clr|L|L}} normals are 6f. Up close, she has to rely on her '''throw''' or {{clr|U|5U}} against strikes as it gains a counter effect on frame 5. From longer distances, {{clr|M|2M}} comes into play as a fast, long-reaching defensive normal. She can also use {{clr|U|6U}} as a callout against buttons as it gains the counter effect on frame 7, but this is more committal as it moves 2B towards the opponent as opposed to keeping her in place.<br />
<br />
=== Anti-Airs ===<br />
Her {{MMC|input=2H|label={{clr|H|2H}}}}, while exceptionally tall, is quite short on the X axis which makes it somewhat vulnerable to neutral jumps. It converts well on hit and counterhit using SKL gauge ({{clr|H|214H}} and {{clr|U|6U}}, respectively). Alongside her {{clr|H|2H}}, her {{MMC|input=j.L|label=high-angled {{clr|L|j.L}}}} and {{MMC|input=j.LU|label=airthrow}} round out her anti-airs.<br />
<br />
=== Reversal Options ===<br />
All of 2B's reversal options cost meter. {{MMC|input=214U|label={{clr|U|214U}}}} is paradoxically her least expensive and most expensive reversal, as it costs both 50 meter and 4 SKL gauge. Using this will limit her options afterwards, but she still gets a safejump with {{clr|H|j.H}} like most other characters. Like everyone else in the cast, both her {{MMC|input=236236H|label=Skybound Art}} and {{MMC|input=236236U|label=Super Skybound Art}} are fully invulnerable (albeit slow). For 2B, the best defense is a strong and varied offense.<br />
<br />
==Fighting 2B==<br />
General tips:<br />
* While whiff punishing 2B is more difficult than the rest of the cast, it is still doable. A good portion of the cast is able to stick out a button quickly enough to interrupt her whiff cancels if they are ready for her to whiff.<br />
* Spot dodge is your best friend. Many of 2B's plus-on-block moves can be dodged pre-emptively to steal a turn. Although she has ways to prevent it, it's still worth keeping in mind.<br />
* {{MMC|chara=2B|input=22L|label={{clr|L|22L}}}} specifically cannot be dodged preemptively as it's too active, but doing it on reaction will do the trick. One can also beat it by jumping forward and air-to-airing 2B.<br />
* 2B's corner high/low options ({{clr|U|j.U}}~{{clr|M|j.M}} vs land {{clr|U|2U}}) have a massive gap between them that can be fuzzy blocked and even fuzzy mashed (low true strings, high is too slow to frametrap). The only way she can beat fuzzy mashing is by using {{clr|U|j.U}}~{{clr|M|j.M}} much earlier than usual.<br />
<br />
{{card<br />
|header="Countering 2B 22X specials" (by Vund3r)<br />
|content=<br />
{{#ev:youtube|blPmB3vutLA}}<br />
}}<br />
<br />
==Further Resources==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>SiriusBaconhttps://www.dustloop.com/w/GBVSR/2B/MatchupsGBVSR/2B/Matchups2024-02-20T21:33:29Z<p>SiriusBacon: Created page with "{{MFlag}} <center>{{Character Label|GBVSR|2B|size=58px}}</center> {{GBVSR/CharacterLinks}} {{Matchup_ToC}} ==Matchups== ===Anila=== {{MatchupSummaryBox |character=Anila |oneliner= |favorability= |strategyAnchor=Fighting_Anila |summary= }} ===Anre=== {{MatchupSummaryBox |character=Anre |oneliner= |favorability= |strategyAnchor=Fighting_Anre |summary= }} ===Avatar Belial=== {{MatchupSummaryBox |character=Avatar Belial |oneliner= |favorability= |strategyAnchor=Fighting_Av..."</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{Matchup_ToC}}<br />
==Matchups==<br />
===Anila===<br />
{{MatchupSummaryBox<br />
|character=Anila<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Anila<br />
|summary=<br />
}}<br />
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===Anre===<br />
{{MatchupSummaryBox<br />
|character=Anre<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Anre<br />
|summary=<br />
}}<br />
<br />
===Avatar Belial===<br />
{{MatchupSummaryBox<br />
|character=Avatar Belial<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Avatar_Belial<br />
|summary=<br />
}}<br />
<br />
===2B===<br />
{{MatchupSummaryBox<br />
|character=2B<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_2B<br />
|summary=<br />
}}<br />
<br />
===Beatrix===<br />
{{MatchupSummaryBox<br />
|character=Beatrix<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Beatrix<br />
|summary=<br />
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<br />
===Beelzebub===<br />
{{MatchupSummaryBox<br />
|character=Beelzebub<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Beelzebub<br />
|summary=<br />
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<br />
===Belial===<br />
{{MatchupSummaryBox<br />
|character=Belial<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Belial<br />
|summary=<br />
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<br />
===Cagliostro===<br />
{{MatchupSummaryBox<br />
|character=Cagliostro<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Cagliostro<br />
|summary=<br />
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<br />
===Charlotta===<br />
{{MatchupSummaryBox<br />
|character=Charlotta<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Charlotta<br />
|summary=<br />
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<br />
===Djeeta===<br />
{{MatchupSummaryBox<br />
|character=Djeeta<br />
|oneliner=<br />
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|strategyAnchor=Fighting_Djeeta<br />
|summary=<br />
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<br />
===Eustace===<br />
{{MatchupSummaryBox<br />
|character=Eustace<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Eustace<br />
|summary=<br />
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<br />
===Ferry===<br />
{{MatchupSummaryBox<br />
|character=Ferry<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Ferry<br />
|summary=<br />
}}<br />
<br />
===Gran===<br />
{{MatchupSummaryBox<br />
|character=Gran<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Gran<br />
|summary=<br />
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<br />
===Grimnir===<br />
{{MatchupSummaryBox<br />
|character=Grimnir<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Grimnir<br />
|summary=<br />
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<br />
===Katalina===<br />
{{MatchupSummaryBox<br />
|character=Katalina<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Katalina<br />
|summary=<br />
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<br />
===Ladiva===<br />
{{MatchupSummaryBox<br />
|character=Ladiva<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Ladiva<br />
|summary=<br />
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<br />
===Lancelot===<br />
{{MatchupSummaryBox<br />
|character=Lancelot<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Lancelot<br />
|summary=<br />
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<br />
===Lowain===<br />
{{MatchupSummaryBox<br />
|character=Lowain<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Lowain<br />
|summary=<br />
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<br />
===Lucilius===<br />
{{MatchupSummaryBox<br />
|character=Lucilius<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Lucilius<br />
|summary=<br />
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<br />
===Metera===<br />
{{MatchupSummaryBox<br />
|character=Metera<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Metera<br />
|summary=<br />
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<br />
===Narmaya===<br />
{{MatchupSummaryBox<br />
|character=Narmaya<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Narmaya<br />
|summary=<br />
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<br />
===Nier===<br />
{{MatchupSummaryBox<br />
|character=Nier<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Nier<br />
|summary=<br />
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<br />
===Percival===<br />
{{MatchupSummaryBox<br />
|character=Percival<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Percival<br />
|summary=<br />
}}<br />
<br />
===Seox===<br />
{{MatchupSummaryBox<br />
|character=Seox<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Seox<br />
|summary=<br />
}}<br />
<br />
===Siegfried===<br />
{{MatchupSummaryBox<br />
|character=Siegfried<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Siegfried<br />
|summary=<br />
}}<br />
<br />
===Soriz===<br />
{{MatchupSummaryBox<br />
|character=Soriz<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Soriz<br />
|summary=<br />
}}<br />
<br />
===Vane===<br />
{{MatchupSummaryBox<br />
|character=Vane<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Vane<br />
|summary=<br />
}}<br />
<br />
===Vaseraga===<br />
{{MatchupSummaryBox<br />
|character=Vaseraga<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Vaseraga<br />
|summary=<br />
}}<br />
<br />
===Vira===<br />
{{MatchupSummaryBox<br />
|character=Vira<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Vira<br />
|summary=<br />
}}<br />
<br />
===Yuel===<br />
{{MatchupSummaryBox<br />
|character=Yuel<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Yuel<br />
|summary=<br />
}}<br />
<br />
===Zeta===<br />
{{MatchupSummaryBox<br />
|character=Zeta<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Zeta<br />
|summary=<br />
}}<br />
<br />
===Zooey===<br />
{{MatchupSummaryBox<br />
|character=Zooey<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Zooey<br />
|summary=<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>SiriusBaconhttps://www.dustloop.com/w/GBVSR/2B/CombosGBVSR/2B/Combos2024-02-20T09:08:25Z<p>Nightshifter: /* Combo List */</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR <br />
|additional=<br />
:'''X!''' = Hold and release the button during a [[GBVSR/2B#Multistrike_Protocol|Multistrike Protocol]] string to hit the gauntlet ("sweet spot"-hit).<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
==={{InvisibleText|Assault Autocombo Optimization}}===<br />
{{TheoryBox<br />
| Title = Assault Autocombo Enders<br />
| Oneliner = <br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Video = GBVSR_2B_Multistrike_Protocol.mp4<br />
| Recipe = {{clr|L|5LLL}}~{{clr|M|M}} <br> {{clr|M|5MMM}}~{{clr|H|H}} <br> {{clr|H|5HHH}}~{{clr|M|M}}<br />
| content = <br />
Max damage enders to 2B's autocombo series.<br />
}}<br />
<br />
==={{InvisibleText|Non-Autocombo Pokes}}===<br />
{{TheoryBox<br />
| Title = {{clr|M|2M}} Poke<br />
| Oneliner = <br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Video = GBVSR_2B_Basic_2M_confirms.mp4<br />
| Recipe = {{clr|M|2M}} > {{clr|M|236M}}/{{clr|L|214L}}<br />
| content = <br />
Basic conversions from 2B's other main poking normal. These options also work from {{clr|U|2U}}. {{clr|M|236M}} is safe on block, but {{clr|L|214L}} allows for a combo in the corner. {{clr|L|214L}} is also fast enough that it can be hitconfirmed with some practice.<br />
}}<br />
<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
==={{InvisibleText|Counterhit Optimization}}===<br />
{{TheoryBox<br />
| Title = Converting Counterhits<br />
| Oneliner = <br />
| Difficulty = <br />
| Video = GBVSR_2B_Basic_counterhit_confirms.mp4<br />
| Timestamp = <br />
| Recipe = CH {{clr|L|5L}}, {{clr|M|2M}} > ... <br> CH {{clr|M|2M}} > {{clr|H|214H!}}, ... <br> CH {{clr|H|5H}} > {{clr|U|6U}}, {{clr|H|5H}} > ... <br> CH {{clr|H|5H}}~{{clr|L|L!}}, ...<br />
| content = <br />
2B's linking options are relatively limited, which also limits her counterhit confirm options.<br />
}}<br />
<br />
==={{InvisibleText|Corner Combo Structure}}===<br />
<tabber> 3 SKL =<br />
{{TheoryBox<br />
| Title = Using 3 SKL<br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Video = GBVSR_2B_corner_214L_link_example.mp4<br />
| Recipe = ... > {{clr|L|214L}}, {{clr|L|2L}}/{{clr|L|5L}}/{{clr|M|2M}}/{{clr|U|2U}} <br> ... > {{clr|L|214L}}, {{clr|L|5L}}, {{clr|L|5LL}}~{{clr|M|M}}, {{clr|L|5L}}~{{clr|M|M}}<br />
| content = <br />
{{clr|L|214L}}'s launch is high enough to allow for a link in the corner, which is important for almost all of 2B's corner combos. Video shows second conversion example, which makes for a good corner BnB.<br />
}}<br />
|-| 5 SKL =<br />
{{TheoryBox<br />
| Title = Using 5 SKL<br />
| Oneliner = It's a giant hammer! (or missiles)<br />
| Difficulty = <br />
| Anchor = <br />
| Video = GBVSR_2B_5_SKL_corner_routes.mp4<br />
| Recipe = ground hit {{clr|H|236H}}, {{clr|M|5M}} > ... <br> spaced or air hit {{clr|H|236H}}, {{clr|H|5H}} > ... <br> spaced {{clr|H|5HH}} > {{clr|H|214H!}}, {{clr|M|5M}} > ...<br />
| content = <br />
2B's main options for using 5 SKL are her EX moves. {{clr|H|236H}} is the easiest to use, but the spacing 2B wants to occupy in the corner is perfect for hitting {{clr|H|214H}}'s sweet spot for the ground bounce.<br />
}}<br />
|-| 6 SKL =<br />
{{TheoryBox<br />
| Title = Using 6 SKL<br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Video = GBVSR_2B_6_SKL_corner_route.mp4<br />
| Recipe = ... > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|L|214L}}, {{clr|L|5L}}~{{clr|M|M}}, {{clr|M|5M}}~{{clr|H|H}}<br />
| content = <br />
Requires a high amount of SKL to start, but will actually build a lot of it back by the end of the combo using the link from the {{clr|L|5L}}~{{clr|M|M}} ender.<br />
}}<br />
|-| 8 SKL =<br />
{{TheoryBox<br />
| Title = Using 8 SKL<br />
| Oneliner = Dump resources for damage.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = GBVSR_2B_8_SKL_corner_route.mp4<br />
| Recipe = ... > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|M|5M}}~{{clr|H|H}}/{{clr|H|2H}} > ender<br />
| content = <br />
}}<br />
|-| Using BP =<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
|-| Using Meter =<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
</tabber><br />
<br />
==={{InvisibleText|Midscreen Extensions}}===<br />
<tabber> Raging Strike =<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Video = GBVSR_2B_RS_route.mp4<br />
| Recipe = ... > RS RC, {{clr|M|5MMM}}~{{clr|H|H}} <br> ... > RS RC, {{clr|L|5LLL}} > {{clr|H|214H!}}, {{clr|M|5M}} > ... <br />
| content = <br />
<br />
}}<br />
|-| 236U =<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Video = GBVSR_2B_236U_routes.mp4<br />
| Recipe = ... > {{clr|U|236U}}, dash {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}}~{{clr|H|H}} <br> {{clr|U|236U}}, {{clr|M|214M}}, {{clr|M|5M}} > ...<br />
| content = <br />
The first combo can be cut short by using the {{clr|M|M}} Multistrike Protocol ender instead of {{clr|M|214M}} if 2B doesn't have enough SKL.<br />
}}<br />
</tabber><br />
<br />
==={{InvisibleText|Counterhit Anti-Air 2H}}===<br />
{{TheoryBox<br />
| Title = CH AA {{clr|H|2H}}<br />
| Oneliner = The Twitter clip starter.<br />
| Difficulty = <br />
| Anchor = <br />
| Video = GBVSR_2B_CH_2H.mp4<br />
| Recipe = CH AA {{clr|H|2H}} > {{clr|U|6[U]}}, {{clr|H|5H}} > ...<br />
| content = Holding down {{clr|U|6U}} for a little bit is recommended for extra corner carry and better consistency.<br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Normal Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|5LLL}}~{{clr|M|M}}<br />
|position= Anywhere<br />
|damage= 2300<br />
|SBA= <br />
|difficulty= Very Easy<br />
|notes= Basic low confirm.<br />
|stocks= 0<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Anywhere<br />
|damage= 3230<br />
|SBA= <br />
|difficulty= Very Easy<br />
|notes= Highest damage {{clr|M|5M}} starter combo without meter or corner.<br />
|stocks= 0<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= ({{clr|L|5LLL}}/{{clr|M|5MM}}/{{clr|H|5HHH}}) > {{clr|U|236U}}, dash {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}} > {{clr|H|214H!}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Midscreen<br />
|damage= {{clr|L|5356}} / {{clr|M|5652}} / {{clr|H|6696}}<br />
|SBA= -50%<br />
|difficulty= <br />
|notes= Metered combo extension midscreen. Corner carries very far. {{clr|U|236U}}'s crumple forces crouch which allows H buttons to combo into {{clr|M|214M}}. Don't do the third hit of {{clr|M|M}} strings against standing opponents as it causes too much knockback and you won't be close enough to combo into {{clr|M|214M}} later.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= ({{clr|L|5LL}}/{{clr|M|5MM}}/{{clr|H|5HHH}}) > {{clr|U|236U}}, dash {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|H|2H}} > delay RS, {{clr|H|2H}} > {{clr|U|214U}}<br />
|position= Midscreen<br />
|damage= {{clr|L|6696}} / {{clr|M|6992}} / {{clr|H|8036}}<br />
|SBA= -100%<br />
|difficulty= Medium<br />
|notes= Mid-to-corner version of the previous route. 2B can end with {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|M|5MMM}}~{{clr|H|H}} instead to save resources if preferred.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|U|236U}}, {{clr|M|214M}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Midscreen<br />
|damage= 4690<br />
|SBA= -50%<br />
|difficulty= Very Easy<br />
|notes= Extension off {{clr|U|236U}} for when you're too far away to land {{clr|H|5H}}.<br />
|stocks= 7<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|M|5MMM}} > RS~RC, {{clr|L|5LLL}} > {{clr|H|214H!}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Midscreen<br />
|damage= 5210<br />
|SBA= -25%<br />
|difficulty= <br />
|notes= Raging Strike combo extension midscreen. Air hit {{clr|L|5LLL}} pushes the opponent to the perfect distance for {{clr|H|214H!}} sweet spot. <br />
|stocks= 5<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= ({{clr|H|22H}} set) {{clr|M|5MMM}} > {{clr|H|22H}} Detonate, {{clr|H|5HHH}}~{{clr|M|M}}<br />
|position= Midscreen<br />
|damage= 4360<br />
|SBA= <br />
|difficulty= <br />
|notes= If {{clr|B|2B}} gets a hit with {{clr|H|22H}} already set, she can link into {{clr|H|5H}} to extend her combo.<br />
|stocks= 5<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= 5XXX > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|M|5M}}~{{clr|H|H}}<br />
|position= Near Corner<br />
|damage= {{clr|L|5190}} / {{clr|M|5630}} {{clr|H|6530}}<br />
|SBA= <br />
|difficulty= <br />
|notes= Works from any normal. Skill gauge neutral as it builds it all back. Can end in {{clr|U|2U}} > {{clr|L|22L}}/{{clr|M|M}}/{{clr|U|U}} instead for meaty projectile, gravity pressure or mixup. <br />
|stocks= 8<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= 5XXX > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|H|2H}} > {{clr|S|236S}}<br />
|position= Near Corner<br />
|damage= {{clr|L|6910}} / {{clr|M|7350}} {{clr|H|8250}}<br />
|SBA= -100%<br />
|difficulty= <br />
|notes= Super version of the above. Can use RS instead of {{clr|L|214L}} to reduce skill gauge required if close enough to the corner.<br />
|stocks= 8<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= 5XXX > {{clr|L|214L}}, {{clr|L|5L}}, {{clr|L|5LL}}~{{clr|M|M}}, {{clr|L|5L}}~{{clr|M|M}}<br />
|position= Corner<br />
|damage= {{clr|L|3600}} / {{clr|M|4040}} {{clr|H|4940}}<br />
|SBA= <br />
|difficulty= <br />
|notes= Low skill gauge corner route. Net gain of 3 gauge.<br />
|stocks= 3<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= 5XXX > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|L|214L}}, {{clr|L|5L}}~{{clr|M|M}}, {{clr|M|5M}}~{{clr|H|H}}<br />
|position= Corner<br />
|damage= {{clr|L|4400}} / {{clr|M|4840}} {{clr|H|5740}}<br />
|SBA= <br />
|difficulty= <br />
|notes= Better corner combo for when you can't quite afford the 8 gauge ones. Has a net gain of 1 gauge when you start with 6-8 gauge available. <br />
|stocks= 6<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|L|5L}}, {{clr|M|2M}} > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|M|5M}}~{{clr|H|H}}<br />
|position= Corner<br />
|damage=5610<br />
|SBA= <br />
|difficulty= <br />
|notes= Confirm combo for the {{clr|L|5L}}, {{clr|L|5L}} frametrap near the corner. Also works if the {{clr|L|5L}} is blocked and the {{clr|M|2M}} afterwards hits. <br />
|stocks= 8<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|L|5L}}, {{clr|M|2M}} > {{clr|L|214L}}, {{clr|L|5L}}, {{clr|L|5L}}~{{clr|M|M}}, {{clr|L|5L}}~{{clr|M|M}}<br />
|position= Corner<br />
|damage= 3740<br />
|SBA= <br />
|difficulty= <br />
|notes= Low stocks version of the above.<br />
|stocks= 3<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|M|2M}} > {{clr|H|214H!}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Anywhere<br />
|damage= 5060<br />
|SBA= <br />
|difficulty= <br />
|notes= Combo for the {{clr|L|5L}}, {{clr|M|2M}} frametrap midscreen.<br />
|stocks= 5<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|M|2M}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Corner<br />
|damage= 5960<br />
|SBA= <br />
|difficulty= <br />
|notes= Combo for the {{clr|L|5L}}, {{clr|M|2M}} frametrap in the corner. <br />
|stocks= 5<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|H|5HH}} > {{clr|H|214H!}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Midscreen<br />
|damage= 5430<br />
|SBA= <br />
|difficulty= <br />
|notes= Sweet spot {{clr|H|214H!}} allows midscreen combo extensions if {{clr|B|2B}} hits a {{clr|H|5H}} near its tip.<br />
|stocks= 5<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|H|5H}} > {{clr|H|236H}}, {{clr|H|5HH}} > {{clr|H|214H!}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|H|2H}} > {{clr|S|236S}}<br />
|position= Corner<br />
|damage= 8970<br />
|SBA= -100%<br />
|difficulty= <br />
|notes= Doesn't work at point blank as the {{clr|H|236H}} won't be plus enough to link to {{clr|H|5H}}.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|H|5H}}~{{clr|L|L!}}, {{clr|U|2U}} > {{clr|H|214H!}}, {{clr|H|5HH}} > {{clr|H|214H!}}, {{clr|M|5MM}} > RS, {{clr|S|236S}}+{{clr|U|U}}<br />
|position= Corner<br />
|damage=10740<br />
|SBA= -100%<br />
|difficulty= Very Hard<br />
|notes= Counterhit {{clr|H|5H}} can confirm into the {{clr|H|5H}}~{{clr|L|L!}} followup for big damage. This combo has strict spacing requirements as there's only a small window where {{clr|U|2U}} range and {{clr|H|214H!}} sweetspot range overlap. <br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= ({{clr|L|5LLL}}/{{clr|M|5MM}}/{{clr|H|5HHH}}) > {{clr|U|236U}}, dash {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}} > {{clr|H|214H!}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Anywhere<br />
|damage= {{clr|L|5356}} / {{clr|M|5652}} / {{clr|H|6696}}<br />
|SBA= -50%<br />
|difficulty= Easy<br />
|notes= Corner-to-corner combo.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= ({{clr|L|5LLL}}/{{clr|M|5MM}}/{{clr|H|5HHH}}) > {{clr|U|236U}}, dash {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}} > slight dl. RS~RC, {{clr|M|5MMM}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|H|2H}}<br />
|position=Anywhere<br />
|damage= {{clr|L|6616}} / {{clr|M|6912}} / {{clr|H|7956}}<br />
|SBA= -75%<br />
|difficulty= Hard<br />
|notes= Corner-to-corner combo #2, with RC. The slight delay before RS allows {{clr|M|5MMM}} to knockback more. Can cancel {{clr|U|2U}} into meaty {{clr|L|22L}}/{{clr|M|22M}}. Won't quite go corner-to-corner off {{clr|M|5MM}}, but will still reach it if 2B is even the smallest bit away from the wall behind her.<br />
|stocks=10 <br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo=<br />
|position=<br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes=<br />
|stocks= <br />
|video= <br />
|checkedVersion=<br />
}}<br />
|-<br />
|}<br />
<br />
|-| Anti-Air Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= AA {{clr|H|2H}} > {{clr|U|6U}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Anywhere<br />
|damage= 4030<br />
|SBA= <br />
|difficulty= <br />
|notes= Needs a low enough {{clr|H|2H}} hit otherwise they'll recover midair in the air before falling into {{clr|M|5M}} range. <br />
|stocks= 4<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH AA {{clr|H|2H}} > {{clr|U|6U}}, {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}}~{{clr|H|H}}<br />
|position= Anywhere<br />
|damage= 5290<br />
|SBA= <br />
|difficulty= <br />
|notes= {{clr|B|2B}} can cancel into {{clr|U|6U}} off every {{clr|H|2H}} and then confirm into either this combo or the above one based on whether she counterhit. Unlike the above combo this works at any height. <br />
|stocks= 7<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH AA {{clr|H|2H}} > {{clr|U|6[U]}}, {{clr|H|5HH}} > {{clr|H|214H!}}, {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5M}}~{{clr|H|H}}<br />
|position= Anywhere<br />
|damage= 6540<br />
|SBA= <br />
|difficulty= <br />
|notes= Spend all your SKL gauge for more damage. End in {{clr|M|214M}}, {{clr|U|2U}} before SBA, or {{clr|M|214M}}, {{clr|M|5M}} before SSBA to make it hit cleanly.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= (CH) AA {{clr|H|2H}} > {{clr|H|214H!}}, {{clr|H|5H}} > {{clr|H|214H!}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|U|236U}}<br />
|position= Midscreen<br />
|damage= 7849<br />
|SBA= -25%<br />
|difficulty= <br />
|notes= Optimization when hitting {{clr|H|2H}} at the right spacing to get a sweet spot {{clr|H|214H!}}, close to its max horizontal range. Works with or without CH. When close enough to the corner {{clr|U|236U}} won't link, but you can follow up with {{clr|M|5M}}~{{clr|H|H}} instead.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|M|214M}}, {{clr|M|5M}} ...<br />
|position= Anywhere<br />
|damage= <br />
|SBA= <br />
|difficulty= <br />
|notes= {{clr|M|214M}} can lead into any {{clr|M|5M}} starter combo, as long as it doesn't need more than 7 stocks. <br />
|stocks= 3<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|M|214M}}, {{clr|M|5MMM}} > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|L|214L}}, {{clr|L|5L}}~{{clr|M|M}}, {{clr|M|5M}} > {{clr|S|236S}}<br />
|position= Corner<br />
|damage= 6480<br />
|SBA= -100%<br />
|difficulty= <br />
|notes= {{clr|M|214M}} combo into super in the corner. Can't go into the 8+ gauge routes since {{clr|M|214M}} itself costs 3.<br />
|stocks= 9<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|M|236M}}, {{clr|M|2M}}/{{clr|U|2U}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|M|5M}}~{{clr|H|H}}<br />
|position= Corner<br />
|damage= {{clr|M|5960}} / {{clr|U|6060}}<br />
|SBA= <br />
|difficulty= <br />
|notes= Counterhit confirm combo when using {{clr|M|236M}} as a frametrap. {{clr|M|2M}} and {{clr|U|2U}} are fast enough to always combo, even after a close hit. {{clr|M|2M}} is more consistent since it has better range, but {{clr|U|2U}} does more damage. {{clr|M|5M}} also works from just outside {{clr|M|2M}} range.<br />
|stocks= 8<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|M|236M}}, {{clr|M|5MMM}}~{{clr|L|L}}, {{clr|U|2U}} > {{clr|L|214L}}, {{clr|L|5L}}~{{clr|M|M}}<br />
|position= Corner<br />
|damage= 4740<br />
|SBA= <br />
|difficulty= <br />
|notes= Low gauge alternative to the above. Doesn't work from closer than around max {{clr|M|2M}} range as {{clr|M|236M}} frame data changes up close and can't link into {{clr|M|5M}} anymore.<br />
|stocks= 3<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= close CH {{clr|M|236M}}, {{clr|L|5L}}, {{clr|L|5LL}}~{{clr|M|M}}, {{clr|L|5L}}~{{clr|M|M}}<br />
|position=<br />
|damage= 3490 <br />
|SBA= <br />
|difficulty= <br />
|notes= Low gauge {{clr|M|236M}} combo when too close for the above combo to work. <br />
|stocks= 3<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|M|236M}}, {{clr|M|2M}} > {{clr|L|214L}}<br />
|position= Midscreen<br />
|damage= 3080<br />
|SBA= <br />
|difficulty= Easy<br />
|notes= Simple conversion off midscreen frametrap {{clr|M|236M}}. {{clr|M|2M}} can also be cancelled into {{clr|L|22L}} for a meaty bomb, though it leaves her too far away to meaningfully continue pressure if blocked. <br />
|stocks= 6<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|H|214H!}}, {{clr|H|5HHH}}~{{clr|L|L!}}, dl {{clr|U|2U}} > {{clr|L|214L}}, {{clr|L|5L}}~{{clr|M|M}}<br />
|position= Corner<br />
|damage= 6660<br />
|SBA= <br />
|difficulty= Medium<br />
|notes= Corner counterhit {{clr|H|214H!}} confirm with safejump ender.<br />
|stocks= 6<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= CH {{clr|H|214H!}}, {{clr|H|5H}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, {{clr|M|5M}}~{{clr|H|H}}<br />
|position= Corner<br />
|damage= 7140<br />
|SBA= <br />
|difficulty= Medium<br />
|notes= Corner counterhit {{clr|H|214H!}} confirm #2, for damage. End with ~{{clr|L|5L!}}, {{clr|H|2H}} for 6860 dmg before SBA or SSBA.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|U|236U}}, {{clr|U|6U}}, {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}} > {{clr|L|214L}}, {{clr|L|5L}} > RS, {{clr|L|5LLL}} > {{clr|H|214H}}, {{clr|U|2U}} > {{clr|S|236S}}+{{clr|U|U}}<br />
|position= Near corner<br />
|damage= 9910<br />
|SBA= -100%<br />
|difficulty= <br />
|notes= Big punish combo. The {{clr|U|6U}} is just a framekill, as continuing the combo later means meter penalty wears off sooner so you can build enough for super. <br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|U|236U}}, {{clr|U|6U}}, {{clr|H|5HHH}} > {{clr|M|214M}}, {{clr|M|5MMM}} > {{clr|H|236H}}, {{clr|H|5HHH}}~{{clr|L|L!}}, dl. {{clr|U|2U}} > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|S|236S}}+{{clr|U|U}}<br />
|position= Near corner<br />
|damage= 10330<br />
|SBA= -100%<br />
|difficulty= <br />
|notes= Harder version of the above. If the first {{clr|U|2U}} isn't delayed enough the enemy will be too high and the second one will whiff. Can alternatively end in ~{{clr|L|L!}}, {{clr|H|2H}} > dl. RS, {{clr|H|2H}} > 236S+{{clr|U|U}} for 140 more damage.<br />
|stocks= 10<br />
|video= <br />
|checkedVersion=1.21<br />
}}<br />
|-<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
* If you extend 2B's midscreen combos too much, it's possible you may come across a rare instance where {{clr|M|5MMM}} creates too much pushback for the ~{{clr|H|H}} ender to connect. Should this ever happen, end with {{clr|M|5MMMM}} instead or use {{clr|H|214H!}} or {{clr|H|236H}} to extend the combo further.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Triplicityhttps://www.dustloop.com/w/GBVSR/2B/Frame_DataGBVSR/2B/Frame Data2024-02-20T08:25:22Z<p>Triplicity: Created page with "<center>{{Character Label|GBVSR|2B|size=58px}}</center> {{GBVSR/CharacterLinks}} <div style="float:left; margin-right:25px;"> {{TOC limit|3}} </div> ==Glossary== How do I read frame data? {{FrameDataGlossary-GBVSR}} <br style="clear:both;"/> ==System Data== {{#cargo_query:tables=gbvsrCharacters |fields=name,health,prejump,backdash,umo=Unique Movement Options |where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}" |format=table }} ==Normal Moves== {{GB..."</p>
<hr />
<div><center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==Glossary==<br />
[[Using_Frame_Data|How do I read frame data?]]<br />
{{FrameDataGlossary-GBVSR}}<br />
<br style="clear:both;"/><br />
<br />
==System Data==<br />
{{#cargo_query:tables=gbvsrCharacters<br />
|fields=name,health,prejump,backdash,umo=Unique Movement Options<br />
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"<br />
|format=table<br />
}}<br />
<br />
==Normal Moves==<br />
{{GBVSR-FullFrameDataTable|moveType=normal}}<br />
<br />
==Unique Action==<br />
{{GBVSR-FullFrameDataTable|moveType=unique}}<br />
<br />
==Universal Mechanics==<br />
{{GBVSR-FullFrameDataTable|moveType=other}}<br />
<br />
==Skills==<br />
{{GBVSR-FullFrameDataTable|moveType=special}}<br />
<br />
==Skybound Arts==<br />
*All Skybound Arts have the following properties unless otherwise stated:<br />
**Cost 100% Skybound Gauge<br />
**Skybound Gauge Cooldown 300F after recovery<br />
* Damage values of SSBA with cinematics are written ''outside'' the brackets [] and assumes 1.2× damage<br />
{{GBVSR-FullFrameDataTable|moveType=super}}<br />
<br />
==Combo Point Table ==<br />
* Unless otherwise stated, all multi-hitting moves only add the point at first hit, and add none afterwards.<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Combo point Table<br />
! Command/Version!! L !! M !! H !! U <br />
|-<br />
| ?? || ?? || ?? || ?? || ??<br />
|-<br />
! Move !! colspan="4" | Points <br />
|-<br />
| ?? || colspan="4" | ??<br />
|-<br />
|}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}<br />
{{GBVSR/Navigation}}</div>Triplicityhttps://www.dustloop.com/w/GBVSR/2B/ResourcesGBVSR/2B/Resources2024-02-20T03:15:33Z<p>Asango: Added some data on 2B's Self-Destruct</p>
<hr />
<div><center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|twitter=https://twitter.com/search?q=%23GBVSR_2B #GBVSR_2B<br />
|replays=<br />
}}<br />
</div><br />
<br />
==Players To Watch==<br />
<br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
<br />
<br />
<br />
==Videos==<br />
<small> ''You can embed links to external videos here. </small><br />
<br />
<br />
<br />
==Plain Text==<br />
<br />
====Self-Destruct (The best move{{tt| |for flexing on your enemy}})====<br />
The following is a table showing every raw Skybound Art (as of V1.22) that can be safely reversed {{clr|red|at point blank range}} by buffering 2B's {{MMC|game=GBVSR|chara=2B|input=720U|label=Self-Destruct}} SSBA during the super flash, it can be referenced to fill in potential holes in her regular SSBA's coverage, you can also just use it to show off.<br />
<br />
Keep in mind that while hitting Self-Destruct after the enemy's SSBA is a guaranteed win, the same can not be said for regular SBA, make sure the enemy is within kill range before attempting a reversal, otherwise using it loses the round.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! Self Destruct reversible Skybound Arts !!<br />
|-<br />
! Character !! SSBA !! SBA !! SBA (Alt.)<br />
|-<br />
| Gran || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Djeeta || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Katalina || {{clr|red|No}} || {{clr|green|Yes}}<br />
|-<br />
| Charlotta || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Lancelot || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Percival || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Ladiva || {{clr|red|No}} || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Metera || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Lowain || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Ferry || {{clr|green|Yes}} || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Zeta || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Vaseraga || {{clr|green|Yes}} || {{clr|green|Yes}}<br />
|-<br />
| Narmaya || {{clr|green|Yes}} || {{clr|green|Yes}}<br />
|-<br />
| Soriz || {{clr|red|No}} || {{clr|green|Yes}}<br />
|-<br />
| Zooey || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Cagliostro || {{clr|green|Yes}} || {{clr|green|Yes}}<br />
|-<br />
| Yuel || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Anre || {{clr|green|Yes}} || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Eustace || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Seox || {{clr|red|No}} || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Vira || {{tt|{{clr|green|Yes}}|Works both before and after transformation}} || {{tt|{{clr|green|Yes}}|Only works after transformation}}<br />
|-<br />
| Anila || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Siegfried || {{clr|red|No}} || {{clr|red|No}} || {{clr|red|No}}<br />
|-<br />
| Grimnir || {{clr|red|No}} || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Nier || {{clr|red|No}} || {{clr|green|Yes}} || {{clr|red|No}}<br />
|-<br />
| Beelzebub || {{clr|green|Yes}} || {{clr|green|Yes}} || {{tt|{{clr|green|Yes}}|Only works on whiffed throw (but there's no punishment for trying)}}<br />
|-<br />
| Belial || {{clr|green|Yes}} || {{clr|green|Yes}}<br />
|-<br />
| Avatar Belial || {{tt|{{clr|green|Yes}}|Only works on whiffed throw (but there's no punishment for trying)}} || {{clr|red|No}}<br />
|-<br />
| Lucilius || {{clr|green|Yes}} || {{clr|green|Yes}} || {{clr|green|Yes}}<br />
|-<br />
| 2B || {{tt|{{clr|red|No}}|Extermination Blade (Charged Spear)}}/{{tt|{{clr|green|Yes}}|Self-Destruct}} || {{clr|green|Yes}}<br />
|}<br />
<br />
==Twitter==<br />
https://x.com/Nightshifter96/status/1763628194773488086?s=20 ~ Corner looping 22M oki into forever strike/throw<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|2B|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Scatteraxishttps://www.dustloop.com/w/GBVSR/Version/1.21GBVSR/Version/1.212024-02-19T22:32:07Z<p>Triplicity: Official patch notes link</p>
<hr />
<div>{{GBVSRPatch<br />
|version=[[GBVSR/Version/1.21|Ver1.21]]<br />
|date=February 20th 2024<br />
|summary={{Character Label|GBVSR|2B|label=2B}} added as a playable character. Battle Pass 2 begins. Updates made to the in-game lobby.<br />
|links=[https://rising.granbluefantasy.jp/en/news/detail/?id=82mc1nv3fm Official Site]<br />
}}<br />
<br />
{{GGST/PatchNotesCard<br />
|header=New Character: {{Character Label|GBVSR|2B|size=50px}}<br />
|content=[[file:GBVSR_2B_Portrait.png|right|200px]]<br />
''"A combat specialist with a versatile arsenal of weapons at her disposal."''<br />
{{clear}}<br />
}}<br />
<br />
==Navigation==<br />
{{:GBVSR/Version/Navigation}}</div>CakekatteKoihttps://www.dustloop.com/w/GBVSR/Narmaya/StarterGBVSR/Narmaya/Starter2024-02-06T01:34:04Z<p>Tsubasamanda: Fix stance mistake</p>
<hr />
<div>==Starter Guide==<br />
{{GBVSR/CharacterLinks}}<br />
<br />
{{card<br />
|header={{MMC|chara=Narmaya|game=GBVSR|input=5U|label={{clr|4|5U}}}} - Butterfly Effect<br />
|content=<br />
Narmaya's moveset is split between two stances, in which she has unique normals and specials:<br />
* Genji (Dawnfly) stance has longer-range tools, giving her stronger neutral control at the cost of worse close-range pressure. When switching to Genji, a pink butterfly appears.<br />
* Kagura (Freeflutter) stance has shorter-range tools built for pressure, at the cost of worse range. When switching to Kagura, a blue butterfly appears.<br />
<gallery widths=150><br />
GBVS_Narmaya_Genji_Stance.png|Genji stance: Narmaya's sword is sheathed.<br />
GBVS_Narmaya_Kagura_Stance.png|Kagura stance: Narmaya's sword is unsheathed.<br />
</gallery><br />
Narmaya can switch stances at any time by pressing {{clr|4|5U}}. <br />
<br />
Moves performed in Genji stance will be suffixed with [g] (ex. {{clr|2|f.M[g]}}), and moves performed in Kagura stance will be suffixed with [k] (ex. {{clr|3|c.H[k]}}).<br />
<br />
[[GBVSR/Narmaya#Butterfly_Effect|Read more on Narmaya's Overview page.]]<br />
}}<br />
<br />
==Key Moves==<br />
{{card<br />
|header=Normals in Neutral<br />
|content=<br />
<gallery widths=150><br />
GBVS_Narmaya_fM.png|{{MMC|chara=Narmaya|game=GBVSR|input=f.M[g]|label={{clr|2|f.M[g]}}}} is one of your primary defensive pokes.<br />
GBVS_Narmaya_2M.png|{{MMC|chara=Narmaya|game=GBVSR|input=2M[g]|label={{clr|2|2M[g]}}}} is another defensive poke, similar to {{MMC|chara=Narmaya|game=GBVSR|input=f.M[g]|label={{clr|2|f.M[g]}}}}.<br />
GBVSR_Narmaya_66L.png|{{MMC|chara=Narmaya|game=GBVSR|input=66L|label={{clr|1|66L}}}} is your option to close the distance and start pressure.<br />
</gallery><br />
<br />
Narmaya's neutral is very well-rounded, allowing her to both play very defensively, or close the distance and start her strong pressure.<br />
}}<br />
<br />
{{card<br />
|header=Anti-Airs in Genji<br />
|content=<br />
<gallery widths=150><br />
GBVS_Narmaya_2H.png|{{MMC|chara=Narmaya|game=GBVSR|input=2H[g]|label={{clr|3|2H[g]}}}} is your standard anti-air normal.<br />
GBVS_Narmaya_623X.png|{{MMC|chara=Narmaya|game=GBVSR|input=623M[g]|label={{clr|2|623M[g]}}}} is your standard Dragon Punch reversal.<br />
GBVS_Narmaya_623X.png|{{MMC|chara=Narmaya|game=GBVSR|input=623L[g]|label={{clr|1|623L[g]}}}} is a fallback anti-air, being very fast but air-blockable and having no invulnerability.<br />
</gallery><br />
Anti-Airs in Genji are generally more reliable than in Kagura. Learning to use the Skill button to utilize {{MMC|chara=Narmaya|game=GBVSR|input=623L[g]|label={{clr|1|623L[g]}}}} and {{MMC|chara=Narmaya|game=GBVSR|input=623M[g]|label={{clr|2|623M[g]}}}} will make anti-airing a breeze.<br />
|header2=Anti-Airs in Kagura<br />
|content2=<br />
<gallery widths=150><br />
GBVS_Narmaya_2H_Kagura.png|{{MMC|chara=Narmaya|game=GBVSR|input=2H[k]|label={{clr|3|2H[k]}}}} is a fantastic anti-air normal, with a ton of active frames and horizontal range.<br />
GBVS_Narmaya_623X_Kagura_1.png|{{MMC|chara=Narmaya|game=GBVSR|input=623M[K]|label={{clr|2|623M[K]}}}} is a parry that can be used as an anti-air.<br />
GBVS_Narmaya_623X_Kagura_2.png|{{MMC|chara=Narmaya|game=GBVSR|input=623L[k]|label={{clr|1|623L[k]}}}} can be a fallback anti-air, sharing similar properties to {{MMC|chara=Narmaya|game=GBVSR|input=623L[g]|label={{clr|1|623L[g]}}}}<br />
</gallery><br />
<br />
Anti-airs in Kagura are more niche than in Genji, however {{MMC|chara=Narmaya|game=GBVSR|input=2H[k]|label={{clr|3|2H[k]}}}} outclasses every other anti-air Narmaya has, given you can get it out in time.<br />
}}<br />
<br />
{{card<br />
|header=Pressure Normals<br />
|content=<br />
<gallery widths=150><br />
GBVS_Narmaya_5L_Kagura.png|{{MMC|chara=Narmaya|game=GBVSR|input=5L[k]|label={{clr|1|5L[k]}}}} is your up-close pressure button.<br />
GBVS_Narmaya_2M_Kagura.png|{{MMC|chara=Narmaya|game=GBVSR|input=2M[k]|label={{clr|2|2M[k]}}}} is also plus on block, working at longer ranges than {{MMC|chara=Narmaya|game=GBVSR|input=5L[k]|label={{clr|1|5L[k]}}}}.<br />
GBVSR_Narmaya_66L.png|{{MMC|chara=Narmaya|game=GBVSR|input=66L|label={{clr|1|66L}}}} lets you close the gap once your opponent is conditioned to block.<br />
</gallery><br />
}}<br />
<br />
{{card<br />
|header=Basic Combos<br />
|content=<br />
<big>'''Anything > {{clr|2|236M[k]}}'''</big><br />
<br />
{{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}} is your general purpose combo ender, connecting on any hit on a grounded opponent. A number of combos are shown below as examples.<br />
<gallery heights=210 widths=373><br />
GBVSR_Narmaya_Beginner_BNB1.webm|From an auto-combo: {{MCB|{{MMC|chara=Narmaya|game=GBVSR|input=5L[k]|label={{clr|1|5L[k]}}}}XX[k] xx {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}}}} <br />
GBVSR_Narmaya_Beginner_BNB2.webm|From {{MMC|chara=Narmaya|game=GBVSR|input=66L|label={{clr|1|66L}}}}: {{MCB|{{MMC|chara=Narmaya|game=GBVSR|input=66L|label={{clr|1|66L}}}} > {{MMC|chara=Narmaya|game=GBVSR|input=c.M[k]|label={{clr|2|c.M}}}}XX[k] xx {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}}}} <br />
GBVSR_Narmaya_Beginner_BNB4.webm|From a jump-in: {{MCB|{{MMC|chara=Narmaya|game=GBVSR|input=j.H[k]|label={{clr|3|j.H[k]}}}} > {{MMC|chara=Narmaya|game=GBVSR|input=c.M[k]|label={{clr|2|c.M}}}}XX[k] xx {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}}}}<br />
</gallery><br />
<br />
If you land a hit in Genji stance, you can still combo into {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}} using Narmaya's command dash in Genji: {{MMC|chara=Narmaya|game=GBVSR|input=214H[g]|label=214H[g]}}. By inputting a Kagura special during the dash, Narmaya will interrupt the dash, automatically switching to Kagura stance and performing the special.<br />
<gallery heights=210 widths=373><br />
GBVSR_Narmaya_Beginner_BNB3.webm|From an auto-combo: {{MCB|{{MMC|chara=Narmaya|game=GBVSR|input=5L[g]|label={{clr|1|5L}}}}XX[g] xx {{MMC|chara=Narmaya|game=GBVSR|input=214H[g]|label={{clr|1|214H[g]}}}} xx {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}}}}<br />
GBVSR_Narmaya_Beginner_BNB5.webm|From a far poke: {{MCB|{{MMC|chara=Narmaya|game=GBVSR|input=f.M[g]|label={{clr|2|f.M[g]}}}} xx {{MMC|chara=Narmaya|game=GBVSR|input=214H[g]|label={{clr|3|214H[g]}}}} xx {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}}}}<br />
</gallery><br />
}}<br />
<br />
{{card<br />
|header=Spending Resources<br />
|content=<br />
* {{MMC|chara=Narmaya|game=GBVSR|input=214U[g]|label={{clr|4|214U[g]}}}} and {{MMC|chara=Narmaya|game=GBVSR|input=214U[k]|label={{clr|4|214U[k]}}}} are potent options to close the gap between you and your opponent, and potentially score a punish if they try to press something.<br />
* {{MMC|chara=Narmaya|game=GBVSR|input=236U[g]|label={{clr|4|236U[g]}}}} is an easy way to beat opponents throwing fireballs at you from midscreen.<br />
* Raging Strike + Raging Chain can be used to extend combos. Instead of ending combos with {{MCB|({{MMC|chara=Narmaya|game=GBVSR|input=214H[g]|label={{clr|1|214H[g]}}}} xx) {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}}}}, use {{MCB|RS xx RC > {{clr|3|c.H}}X xx ({{MMC|chara=Narmaya|game=GBVSR|input=214H[g]|label={{clr|1|214H[g]}}}} xx) {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}}}}<br />
* Skyboard Art and Super Skyboard Art can also be used in place of {{MMC|chara=Narmaya|game=GBVSR|input=236M[k]|label={{clr|2|236M[k]}}}} to tack on additional damage to the end of a combo.<br />
* Brave Counter is very strong at stopping an opponent's offense. Use and abuse it.<br />
}}</div>Tsubasamandahttps://www.dustloop.com/w/SBX/UISBX/UI2024-01-20T03:14:21Z<p>BRING BACK BASARA: </p>
<hr />
<div><div style="text-align:center;">[[File:SBX_UI.png|720px]]</div><br />
<br />
==1. Health Bar==<br />
Shows how much health you have left.<br />
<br />
<br />
==2. Guard Gauge==<br />
Shows how much guard gauge you have. When it's low it flashes red and says danger.<br />
<br />
<br />
==3. Basara Gauge==<br />
Shows how much Basara Gauge you have with supers requiring one bar. You can have up to five supers stored represented by the small yellow balls.<br />
<br />
<br />
==4. Reinforcement Meter==<br />
Shows how many uses of your reinforcement you have. When you use your reinforcements it goes down and when it is empty your reinforcement goes on cooldown.<br />
<br />
<br />
==5. Reinforcement Level==<br />
Shows your reinforcement level which can go up to level 100. At level 1-49 the numbers are blue, at level 50-99 the numbers are yellow, and at level 100 the numbers are red.<br />
<br />
<br />
==6. Ichigeki Gauge==<br />
It glows when your Basara K.O is available.</div>BRING BACK BASARAhttps://www.dustloop.com/w/GBVSR/Version/1.12GBVSR/Version/1.122024-01-19T09:57:31Z<p>Ewber: </p>
<hr />
<div>{{GBVSRPatch<br />
|version=[[GBVSR/Version/1.12|Ver1.12]]<br />
|date=January 19th 2024<br />
|summary=Minor bug fixes related to the battle pass and the online lobby blackscreen issue.<br />
|links=[https://rising.granbluefantasy.jp/en/news/detail/?id=qc4nqdp44tc Official Site]<br />
}}<br />
<br />
==Navigation==<br />
{{:GBVSR/Version/Navigation}}</div>Ewberhttps://www.dustloop.com/w/BBCF/Iron_Tager/MatchupsBBCF/Iron Tager/Matchups2024-01-19T08:33:27Z<p>ChuckGreeneTiR: /* Nu-13 */</p>
<hr />
<div><center>{{Character Label|BBCF|Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{Matchup ToC}}<br />
{{MFlag}}<br />
==Amane Nishiki==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Amane Nishiki<br />
|oneliner=Rev up your Barrier Gauge. You'll need it.<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Amane<br />
|summary=Amane's long pressure sequences and high chip damage, as well as his range and burst safe combos make this matchup extremely ddifficult for Tager.<br />
}}<br />
===Neutral===<br />
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</div><br />
==Arakune==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Arakune<br />
|oneliner=Bugs, bugs everywhere.<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Arakune<br />
|summary=This Matchup is extremely difficult for Tager due to his limited options to deal with Curse, various mixups and surprisingly good movement. If Tager manages to lock Arakune down, he'll probably get blown up due to Tager's damage and Arakune's very low health.<br />
}}<br />
===Neutral===<br />
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</div><br />
==Azrael==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Azrael <br />
|oneliner=Gorillas fighting each other<br />
|favorability= {{clr|D|Mostly Even|}}<br />
|strategyAnchor=Fighting_Azrael<br />
|summary=A match-up that can go either way. Both characters have strong advantage states and powerful corner pressure. Azrael has better Neutral and has better mobility, but his need to get close to Tager is exactly what Tager wants.<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Bang Shishigami==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Bang Shishigami<br />
|oneliner=Watch out for the Hero of Justice!<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Bang<br />
|summary= Tager's tools struggle against Bang's speed, and Tager often has a hard time getting out of pressure without getting mixed. However, if Bang makes a mistake, Tager can blow him up due to his high damage and Bang's relatively low health.<br />
}}<br />
===Neutral===<br />
<br />
• Bang's Neutral Game is much better than Tager's due to his faster speed and mobility options, he can quickly turn a poke into a combo. However, his normals are smaller than yours, especially compared to your {{clr|D|5D}}, which is disjointed and hard to punish due to how far it pushes the opponent on block, so despite its slow speed, nailing this on a Bang trying to approach is very useful.<br />
<br />
• Bang will usually try to bait reactions out of you with his two air dashes and his other unique options in order to hit you during recovery, so be sure to not be too predictable or overcommit too often. Less rewarding but safer options can often be better than high risk but high reward options like {{clr|A|2A}} for low air approaches or {{clr|A|5A}} to check approaches rather than {{clr|C|623C|}} as an anti-air or {{clr|C|5C}} to check approaches.<br />
<br />
===Offense===<br />
<br />
• If you manage to get Bang on the back foot, you want to lock him down with magnetism and/or the corner to keep him from getting away so he can't start his mixup game.<br />
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===Defense===<br />
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• <br />
</div><br />
</div><br />
==Bullet==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Bullet<br />
|oneliner=Careful, she'll break your back.<br />
|favorability= {{clr|D|Even|}}<br />
|strategyAnchor=Fighting_Bullet<br />
|summary=Bullet's aggressive rushdown/grappled hybrid gameplay means she'll often be in Tager's face, which is what both of them want. The match is largely decided by who gets going first.<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Carl Clover==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Carl Clover<br />
|oneliner=Nirvana eats Spark Bolt for Breakfast.<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Carl<br />
|summary=A lot of Tager's options can be shut down by Nirvana, and a good Carl will almost never let Tager get in. If Tager manages to make his way in, Carl is most likely dead, as rare as it is.<br />
}}<br />
===Neutral===<br />
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• <br />
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• <br />
</div><br />
</div><br />
==Celica A. Mercury==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Celica A. Mercury<br />
|oneliner=Slow and steady wins the race.<br />
|favorability= {{clr|D|Even, maybe slightly favorable|}}<br />
|strategyAnchor=Fighting_Celica<br />
|summary=Celica's lack of mixup potential and poor Oki gives a patient Tager player an advantage over the much squishier Celica, though if you get conditioned, Celica and pull out some surprises.<br />
}}<br />
===Neutral===<br />
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• <br />
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• <br />
</div><br />
</div><br />
<br />
==Es==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Es<br />
|oneliner=Crystals are pretty when they aren't hitting you. <br />
|favorability= {{clr|A|Slightly Unfavorable|}}<br />
|strategyAnchor=Fighting_Es<br />
|summary=Es's long normals and projectiles can be annoying for Tager, but a patient Neutral game and well timed uses of Spark Bolt can turn a match around.<br />
}}<br />
===Neutral===<br />
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• <br />
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•<br />
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• <br />
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</div><br />
==Hakumen==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Hakumen<br />
|oneliner=The End has come for one of you.<br />
|favorability= {{clr|D|Even|}}<br />
|strategyAnchor=Fighting_Hakumen<br />
|summary=Hakumen and Tager both get big punishes off mistakes, and while Hakumen has better mobility and high damage, even on Tager, Tager's command grabs bypass Hakumen's counters, and his Magnetism forces Hakumen to get close, which can be difficult for him.<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Hazama==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Hazama<br />
|oneliner=Ouroboros, ignore his Magnetism!<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Hazama<br />
|summary=Hazama's Ouroboros chains means he rarely has to commit to a mistake, and can entirely ignore Tager's Magnetism with them, but if he runs out, Tager can quickly put turn things around.<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Hibiki Kohaku==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Hibiki Kohaku<br />
|oneliner=Another Ninja Matchup<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Hibiki<br />
|summary=Hibiki is a Ninja type character that's hard for Tager to lock down, but is slightly squishier than Bang.<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Izanami==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Izanami<br />
|oneliner=Beware the Ribcage, fear the Float.<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_<br />
|summary=Izanami is an extremely hard matchup for Tager, Ribcage prevents Spark Bolt from wall bouncing, and Float prevents Magnetism from working normally.<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
<br />
==Izayoi==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Izayoi <br />
|oneliner=<br />
|favorability= {{clr|D|Even, maybe slightly Unfavorable|}}<br />
|strategyAnchor=Fighting_Izayoi<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Jin Kisaragi==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Jin Kisaragi<br />
|oneliner=You'll catch frostbite.<br />
|favorability= {{clr|A|Slightly Unfavorable|}}<br />
|strategyAnchor=Fighting_Jin<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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• <br />
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</div><br />
<br />
==Jubei==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Jubei<br />
|oneliner=<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Jubei<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Kagura Mutsuki==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Kagura Mutsuki<br />
|oneliner=<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Kagura<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Kokonoe==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Kokonoe<br />
|oneliner=Time to meet your maker.<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Kokonoe<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Lambda-11==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Lambda-11<br />
|oneliner=Kokonoe outdid herself with this one<br />
|favorability= {{clr|A|Slightly Unfavorable|}}<br />
|strategyAnchor=Fighting_Lambda<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Litchi Faye Ling==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Litchi Faye Ling<br />
|oneliner=<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Litchi<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Mai Natsume==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Mai Natsume<br />
|oneliner=You'll be a very buff pincushion after this<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Mai<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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• <br />
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• <br />
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</div><br />
==Makoto Nanaya==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Makoto Nanaya<br />
|oneliner=This rookie isn't so tough.<br />
|favorability= {{clr|C|Favorable|}}<br />
|strategyAnchor=Fighting_Makoto<br />
|summary=Makoto's stubby buttons and lack of ranged options means she'll often be where Tager wants her to be.<br />
}}<br />
===Neutral===<br />
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• <br />
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===Offense===<br />
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• <br />
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</div><br />
==Mu-12==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Mu-12<br />
|oneliner=<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Mu<br />
|summary=Mu's zoning and setplay usually prevent Tager from being able to approach, and her reversal can completely ruin Tager's offense.<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Naoto Kurogane==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Naoto Kurogane<br />
|oneliner=<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Naoto<br />
|summary=<br />
}}<br />
===Neutral===<br />
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===Closing Thoughts===<br />
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• <br />
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</div><br />
==Nine the Phantom==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Nine the Phantom<br />
|oneliner=A matchup made in hell<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Nine<br />
|summary=<br />
}}<br />
===Neutral===<br />
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• <br />
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</div><br />
==Noel Vermillion==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Noel Vermillion<br />
|oneliner=<br />
|favorability= {{clr|C|Slightly Favorable|}}<br />
|strategyAnchor=Fighting_Noel<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
<br />
==Nu-13==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Nu-13<br />
|oneliner=This MU never changes<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Nu<br />
|summary=The classic Grappler vs Zoner matchup. Nu has very little issue in keeping Tager away, but is very squishy and crumples under pressure.<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
<br />
==Platinum the Trinity==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Platinum the Trinity<br />
|oneliner=<br />
|favorability= {{clr|D|Mostly Even|}}<br />
|strategyAnchor=Fighting_Platinum<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Rachel Alucard==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Rachel Alucard<br />
|oneliner=<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Rachel<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Ragna the Bloodedge==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Ragna the Bloodedge<br />
|oneliner=<br />
|favorability= {{clr|C|Slightly Favorable|}}<br />
|strategyAnchor=Fighting_Ragna<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Relius Clover==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Relius Clover<br />
|oneliner=<br />
|favorability= {{clr|A|Very Unfavorable|}}<br />
|strategyAnchor=Fighting_Relius<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Susano'o==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Susano'o<br />
|oneliner=<br />
|favorability= {{clr|D|Mostly Even|}}<br />
|strategyAnchor=Fighting_Susano'o<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Taokaka==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Taokaka<br />
|oneliner=<br />
|favorability= {{clr|A|Unfavorable|}}<br />
|strategyAnchor=Fighting_Taokaka<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Tsubaki Yayoi==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Tsubaki Yayoi<br />
|oneliner=<br />
|favorability= {{clr|||}}<br />
|strategyAnchor=Fighting_Tsubaki<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Valkenhayn R. Hellsing==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Valkenhayn R. Hellsing<br />
|oneliner=<br />
|favorability= {{clr|||}}<br />
|strategyAnchor=Fighting_Valkenhayn<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Yuuki Terumi==<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
{{MatchupSummaryBox<br />
|character=Yuuki Terumi<br />
|oneliner=<br />
|favorability= {{clr|D|Mostly Even, maybe slightly favorable|}}<br />
|strategyAnchor=Fighting_Terumi<br />
|summary=<br />
}}<br />
===Neutral===<br />
<br />
• <br />
<br />
===Offense===<br />
<br />
• <br />
<br />
===Defense===<br />
<br />
• <br />
<br />
===Closing Thoughts===<br />
<br />
• <br />
</div><br />
</div><br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{BBCF/Navigation}}</div>ChuckGreeneTiRhttps://www.dustloop.com/w/GBVSR/Lucilius/StrategyGBVSR/Lucilius/Strategy2024-01-16T02:19:03Z<p>Monacht: </p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
==General Strategies==<br />
<br />
==Neutral==<br />
<br />
==Offense==<br />
<br />
==Okizeme==<br />
<br />
==Fighting Lucilius==<br />
{{MMC|input=22H|label={{clr|H|22H}}}} is plus on block and acts as a highly reactable pressure reset so it is important to antiair Lucilius out of it. <br />
Lucilius can mix it up with {{MMC|input=22L|label={{clr|L|22L}}}} and {{MMC|input=22M|label={{clr|M|22M}}}}, which are ambiguous and have the same startup animation. The simplest response is to block and react to the air version with an antiair. However, all versions of the move are interruptible and become vulnerable at the same timing. Characters with tall enough 2H moves can practice timing 2H in reaction to Lucilius disappearing such that it gets a grounded counterhit against the vulnerable frames of 22L and 22M while still antiairing 22H. Those with a stubbier 2H can still use invincible reversals to beat all options, though for less reward than reacting to the air version. Alternatively, {{clr|L|66L}} will go underneath the dive and interrupt the other versions if timed properly.<br />
<br />
{{MMC|input=623M|label={{clr|M|623M}}}} and {{MMC|input=623H|label={{clr|H|623H}}|imageNumber=1}} appear visually similar, but 623M is punishable on block while 623H's second hit will counterhit players who attempt to punish. However, as the unsafe version is -8 on block, an 8 frame U DP will answer both options, either punishing 623M's recovery or interrupting 623H. <br />
<br />
<br />
==Further Resources==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>SiriusBaconhttps://www.dustloop.com/w/GBVSR/Lucilius/CombosGBVSR/Lucilius/Combos2024-01-16T02:18:32Z<p>GenericPseudonym: /* Combo List */ add the training mode combos</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation<br />
| game=GBVSR<br />
}}<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
==Core Combos==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Specialized Combos==<br />
{{SpecializedComboDef}}<br />
{{TheoryBox<br />
| Title = <br />
| Oneliner = <br />
| Difficulty = <br />
| Anchor = <br />
| Youtube = <br />
| Timestamp = <br />
| Recipe = <br />
| content = <br />
}}<br />
<br />
==Combo List==<br />
<tabber> Close Starters=<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|623L}}<br />
|position= <br />
|damage= 1970<br />
|SBA= 13%<br />
|difficulty= Easy<br />
|notes= Basic low hitconfirm combo. <br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= c.XXX > {{clr|M|623M}}, {{clr|M|c.MMM}} > {{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= {{clr|L|4260}}/{{clr|M|4760}}/{{clr|H|5260}}<br />
|SBA= 36%<br />
|difficulty= <br />
|notes= Training mode midscreen combo. <br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= c.XXX {{clr|L|236L}} {{clr|M|c.MMM}} {{clr|L|214L}} {{clr|M|c.MMM}} {{clr|S|236S}}<br />
|position= Corner<br />
|damage= {{clr|L|6510}}/{{clr|M|7150}}/{{clr|H|6970}}<br />
|SBA= <br />
|difficulty= <br />
|notes= Training mode corner combo. From {{clr|H|c.H}} starter, need to cancel after 1 hit. <br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|M|c.MMM}} > RS~RC, {{clr|H|c.H(3)HH}} > {{clr|M|623M}}, {{clr|M|f.M}} > {{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 5760<br />
|SBA= <br />
|difficulty= <br />
|notes= Training mode combo with RS extension. <br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|M|c.MMM}} > {{clr|L|236L}}, {{clr|M|c.MMM}} > {{clr|M|623M}}, {{clr|U|2U}} > {{clr|L|214L}}, {{clr|U|2U}} > {{clr|M|236M}}, {{clr|H|c.H}}(3) {{clr|S|236S+U}}<br />
|position= Corner<br />
|damage= 8598<br />
|SBA= <br />
|difficulty= <br />
|notes= Training mode corner combo into SSBA. Needs Blade Level 5 for the 236X cooldown to be fast enough. <br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|}<br />
<br />
|-| Far Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|M|f.M}} > {{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 2800<br />
|SBA= <br />
|difficulty= <br />
|notes= Confirm off of {{clr|M|f.M}} into a knockdown<br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|}<br />
<br />
|-| AA Starters = <br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= AA {{clr|H|2H}} > {{clr|M|623M}}, {{clr|H|f.H}} > {{clr|M|236M}}, {{clr|U|214U}}<br />
|position=Midscreen<br />
|damage= 5680<br />
|SBA= <br />
|difficulty= <br />
|notes= Training mode AA combo<br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|}<br />
<br />
|-| Special Starters =<br />
{| class="wikitable sortable stripe" style="text-align: center"<br />
{{GBVSR-ComboTableHeader}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|U|5U}}~{{clr|M|M}}, {{clr|L|2L}} > {{clr|L|f.L}} > {{clr|L|623L}}<br />
|position= Anywhere<br />
|damage= 2570<br />
|SBA= 18%<br />
|difficulty= <br />
|notes= Confirm off mid range {{clr|U|5U}}~{{clr|M|M}} hit. <br />
|stocks= <br />
|video= <br />
|checkedVersion= <br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|U|22U}}, {{clr|H|f.H}} > {{clr|M|623M}}, {{clr|M|f.M}} > {{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 5665<br />
|SBA= <br />
|difficulty= <br />
|notes= Training mode {{clr|U|22U}} starter combo.<br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= {{clr|U|236U}}, dash up {{clr|M|c.MMM}} > {{clr|M|623M}}, {{clr|M|c.MMM}} > {{clr|M|236M}}, {{clr|U|214U}}<br />
|position= Anywhere<br />
|damage= 6705<br />
|SBA= <br />
|difficulty= <br />
|notes= Training mode {{clr|U|236U}} starter combo. High corner carry. <br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|-<br />
{{GBVSR-ComboTableRow<br />
|combo= RS~RC, {{clr|H|c.HHH}} > {{clr|L|236L}}, {{clr|M|f.M}} > {{clr|M|214M}}<br />
|position= Anywhere<br />
|damage= 3880<br />
|SBA= <br />
|difficulty= <br />
|notes= Training mode RS starter combo. <br />
|stocks= <br />
|video= <br />
|checkedVersion=1.1<br />
}}<br />
|}<br />
</tabber><br />
<br />
==Combo Theory==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>SiriusBaconhttps://www.dustloop.com/w/GBVSR/Lucilius/MatchupsGBVSR/Lucilius/Matchups2024-01-16T02:17:05Z<p>SiriusBacon: Created page with "{{MFlag}} <center>{{Character Label|GBVSR|Lucilius|size=58px}}</center> {{GBVSR/CharacterLinks}} {{Matchup_ToC}} ==Matchups== ===Anila=== {{MatchupSummaryBox |character=Anila |oneliner=(Work In Progress) |favorability= |strategyAnchor=Fighting_Anila |summary= }} ===Anre=== {{MatchupSummaryBox |character=Anre |oneliner=(Work In Progress) |favorability= |strategyAnchor=Fighting_Anre |summary= }} ===Avatar Belial=== {{MatchupSummaryBox |character=Avatar Belial |oneliner=(..."</p>
<hr />
<div>{{MFlag}}<br />
<center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{Matchup_ToC}}<br />
==Matchups==<br />
===Anila===<br />
{{MatchupSummaryBox<br />
|character=Anila<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Anila<br />
|summary=<br />
}}<br />
<br />
===Anre===<br />
{{MatchupSummaryBox<br />
|character=Anre<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Anre<br />
|summary=<br />
}}<br />
<br />
===Avatar Belial===<br />
{{MatchupSummaryBox<br />
|character=Avatar Belial<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Avatar_Belial<br />
|summary=<br />
}}<br />
<br />
===2B===<br />
{{MatchupSummaryBox<br />
|character=2B<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_2B<br />
|summary=<br />
}}<br />
<br />
===Beatrix===<br />
{{MatchupSummaryBox<br />
|character=Beatrix<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Beatrix<br />
|summary=<br />
}}<br />
<br />
===Beelzebub===<br />
{{MatchupSummaryBox<br />
|character=Beelzebub<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Beelzebub<br />
|summary=<br />
}}<br />
<br />
===Belial===<br />
{{MatchupSummaryBox<br />
|character=Belial<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Belial<br />
|summary=<br />
}}<br />
<br />
===Cagliostro===<br />
{{MatchupSummaryBox<br />
|character=Cagliostro<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Cagliostro<br />
|summary=<br />
}}<br />
<br />
===Charlotta===<br />
{{MatchupSummaryBox<br />
|character=Charlotta<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Charlotta<br />
|summary=<br />
}}<br />
<br />
===Djeeta===<br />
{{MatchupSummaryBox<br />
|character=Djeeta<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Djeeta<br />
|summary=<br />
}}<br />
<br />
===Eustace===<br />
{{MatchupSummaryBox<br />
|character=Eustace<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Eustace<br />
|summary=<br />
}}<br />
<br />
===Ferry===<br />
{{MatchupSummaryBox<br />
|character=Ferry<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Ferry<br />
|summary=<br />
}}<br />
<br />
===Gran===<br />
{{MatchupSummaryBox<br />
|character=Gran<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Gran<br />
|summary=<br />
}}<br />
<br />
===Grimnir===<br />
{{MatchupSummaryBox<br />
|character=Grimnir<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Grimnir<br />
|summary=<br />
}}<br />
<br />
===Katalina===<br />
{{MatchupSummaryBox<br />
|character=Katalina<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Katalina<br />
|summary=<br />
}}<br />
<br />
===Ladiva===<br />
{{MatchupSummaryBox<br />
|character=Ladiva<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Ladiva<br />
|summary=<br />
}}<br />
<br />
===Lancelot===<br />
{{MatchupSummaryBox<br />
|character=Lancelot<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Lancelot<br />
|summary=<br />
}}<br />
<br />
===Lowain===<br />
{{MatchupSummaryBox<br />
|character=Lowain<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Playing_against_Lowain<br />
|summary=<br />
}}<br />
<br />
===Lucilius===<br />
{{MatchupSummaryBox<br />
|character=Lucilius<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Lucilius<br />
|summary=<br />
}}<br />
<br />
===Metera===<br />
{{MatchupSummaryBox<br />
|character=Metera<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Metera<br />
|summary=<br />
}}<br />
<br />
===Narmaya===<br />
{{MatchupSummaryBox<br />
|character=Narmaya<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Narmaya<br />
|summary=<br />
}}<br />
<br />
===Nier===<br />
{{MatchupSummaryBox<br />
|character=Nier<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Nier<br />
|summary=<br />
}}<br />
<br />
===Percival===<br />
{{MatchupSummaryBox<br />
|character=Percival<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Percival<br />
|summary=<br />
}}<br />
<br />
===Seox===<br />
{{MatchupSummaryBox<br />
|character=Seox<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Seox<br />
|summary=<br />
}}<br />
<br />
===Siegfried===<br />
{{MatchupSummaryBox<br />
|character=Siegfried<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Siegfried<br />
|summary=<br />
}}<br />
<br />
===Soriz===<br />
{{MatchupSummaryBox<br />
|character=Soriz<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Counter-Strategy<br />
|summary=<br />
}}<br />
<br />
===Vane===<br />
{{MatchupSummaryBox<br />
|character=Vane<br />
|oneliner=<br />
|favorability=<br />
|strategyAnchor=Fighting_Vane<br />
|summary=<br />
}}<br />
<br />
===Vaseraga===<br />
{{MatchupSummaryBox<br />
|character=Vaseraga<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Vaseraga<br />
|summary=<br />
}}<br />
<br />
===Vira===<br />
{{MatchupSummaryBox<br />
|character=Vira<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Vira<br />
|summary=<br />
}}<br />
<br />
===Yuel===<br />
{{MatchupSummaryBox<br />
|character=Yuel<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Yuel<br />
|summary=<br />
}}<br />
<br />
===Zeta===<br />
{{MatchupSummaryBox<br />
|character=Zeta<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Zeta<br />
|summary=<br />
}}<br />
<br />
===Zooey===<br />
{{MatchupSummaryBox<br />
|character=Zooey<br />
|oneliner=(Work In Progress)<br />
|favorability=<br />
|strategyAnchor=Fighting_Zooey<br />
|summary=<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>SiriusBaconhttps://www.dustloop.com/w/GBVSR/Lucilius/Frame_DataGBVSR/Lucilius/Frame Data2024-01-16T01:39:37Z<p>Mactonya: /* Combo Point Table */</p>
<hr />
<div><center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==Glossary==<br />
[[Using_Frame_Data|How do I read frame data?]]<br />
{{FrameDataGlossary-GBVSR}}<br />
<br style="clear:both;"/><br />
<br />
==System Data==<br />
{{#cargo_query:tables=gbvsrCharacters<br />
|fields=name,health,prejump,backdash,umo=Unique Movement Options<br />
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"<br />
|format=table<br />
}}<br />
<br />
==Normal Moves==<br />
{{GBVSR-FullFrameDataTable|moveType=normal}}<br />
<br />
==Unique Action==<br />
{{GBVSR-FullFrameDataTable|moveType=unique}}<br />
<br />
==Universal Mechanics==<br />
{{GBVSR-FullFrameDataTable|moveType=other}}<br />
<br />
==Skills==<br />
{{GBVSR-FullFrameDataTable|moveType=special}}<br />
<br />
==Skybound Arts==<br />
*All Skybound Arts have the following properties unless otherwise stated:<br />
**Cost 100% Skybound Gauge<br />
**Skybound Gauge Cooldown 300F after recovery<br />
* Damage values of SSBA with cinematics are written ''outside'' the brackets [] and assumes 1.2× damage<br />
{{GBVSR-FullFrameDataTable|moveType=super}}<br />
<br />
==Linkings==<br />
{{MFlag|verify}}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
! rowspan="14" | First hit<br />
! colspan="14" | <center>Second hit</center><br />
|-<br />
!<br />
! colspan="3" | <center>L</center><br />
! colspan="3" | <center>M</center><br />
! colspan="3" | <center>H</center><br />
! colspan="1" | <center>2U</center><br />
! colspan="3" | <center>Dash normal</center><br />
|-<br />
! {{MMC|input=c.L}} || colspan="3" | <center>Cancel<sup>[1]</sup></center> || {{clr|1|c.M}} || {{clr|1|f.M}} || {{clr|1|2M}} || {{clr|2|c.H<sup>[cr]</sup>}} || {{clr|3|f.H<sup>[ch]</sup>}} || {{clr|4|2H<sup>[crch]</sup>}} || {{clr|1|2U}} || || <br />
|-<br />
! {{MMC|input=c.M}} || {{clr|4|c.L<sup>[crch]</sup>}} || || || || || || || || || || || <br />
|-<br />
! {{MMC|input=c.H}} || || || || || || || || || || || || <br />
|-<br />
! {{MMC|input=f.L}} || || {{clr|2|f.L<sup>[cr]</sup>}} || {{clr|2|2L<sup>[cr]</sup>}} || {{clr|2|c.M<sup>[cr]</sup>}} || {{clr|3|f.M<sup>[ch]</sup>}} || {{clr|3|2M<sup>[ch]</sup>}} || || || || {{clr|4|2U<sup>[crch]</sup>}} || || <br />
|-<br />
! {{MMC|input=f.M}} || || || || || || || || || || || || <br />
|-<br />
! {{MMC|input=f.H}} || || {{clr|3|f.L<sup>[ch]</sup>}} || {{clr|3|2L<sup>[ch]</sup>}} || {{clr|3|c.M<sup>[ch]</sup>}} || {{clr|3|f.M<sup>[ch]</sup>}} || {{clr|3|2M<sup>[ch]</sup>}} || || {{clr|4|f.H<sup>[crch]</sup>}} || || {{clr|3|2U<sup>[ch]</sup>}} || {{clr|3|66L<sup>[ch]</sup>}} || <br />
|-<br />
! {{MMC|input=2L}} || colspan="3" | <center>Cancel<sup>[1]</sup></center> || || || || || || || || || <br />
|-<br />
! {{MMC|input=2M}} || {{clr|3|c.L<sup>[ch]</sup>}} || {{clr|3|f.L<sup>[ch]</sup>}} || {{clr|3|2L<sup>[ch]</sup>}} || {{clr|3|c.M<sup>[ch]</sup>}} || {{clr|3|f.M<sup>[ch]</sup>}} || {{clr|3|2M<sup>[ch]</sup>}} || {{clr|3|c.H<sup>[ch]</sup>}} || {{clr|4|f.H<sup>[crch]</sup>}} || || {{clr|3|2U<sup>[ch]</sup>}} || {{clr|3|66L<sup>[ch]</sup>}} || <br />
|-<br />
! {{MMC|input=2H}} || || || || || || || || || || || || <br />
|-<br />
! {{MMC|input=66L}} || {{clr|1|c.L}} || {{clr|1|f.L}} || {{clr|1|2L}} || {{clr|1|c.M}} || {{clr|2|f.M<sup>[cr]</sup>}} || {{clr|2|2M<sup>[cr]</sup>}} || {{clr|4|c.H<sup>[crch]</sup>}} || || || {{clr|3|2U<sup>[ch]</sup>}} || || <br />
|}<br />
:Cancel<sup>[1]</sup> = Cancels into {{clr|1|c.L}}, {{clr|1|f.L}}, {{clr|1|2L}} but only once per string<br />
:{{Clr|1|2='''X''' = X links on hit}}<br />
:{{Clr|2|2='''X<sup>[cr]</sup>''' = X links on crouching hit}}<br />
:{{Clr|3|2='''X<sup>[ch]</sup>''' = X links on counter hit}}<br />
:{{Clr|4|2='''X<sup>[crch]</sup>''' = X links on crouching counter hit}}<br />
<br />
==Combo Point Table ==<br />
* Unless otherwise stated, all multi-hitting moves only add the point at first hit, and add none afterwards.<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Combo point Table<br />
! Command/Version!! L !! M !! H !! U <br />
|-<br />
| ?? || ?? || ?? || ?? || ??<br />
|-<br />
! Move !! colspan="4" | Points <br />
|-<br />
| ?? || colspan="4" | ??<br />
|-<br />
|}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Lucilius|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}<br />
{{GBVSR/Navigation}}</div>Shtknhttps://www.dustloop.com/w/GBVSR/Vira/ResourcesGBVSR/Vira/Resources2024-01-16T01:28:53Z<p>Shtkn: Created page with "<center>{{Character Label|GBVSR|Vira|size=58px}}</center> {{GBVSR/CharacterLinks}} <div id="home-content" class="home-grid"> {{ResourcesPreface}} {{ResourcesLinks |twitter=https://twitter.com/search?q=%23GBVSR_VI #GBVSR_VI |replays=https://replaytheater.app/?game=gbvs&c1=Vira Replay Theater }} </div> ==Players To Watch== ==Documents== <small> ''You can embed links to external documents or User Docs here. </small> ==Videos== ==Plain Text== <small> ''You can write..."</p>
<hr />
<div><center>{{Character Label|GBVSR|Vira|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|twitter=https://twitter.com/search?q=%23GBVSR_VI #GBVSR_VI<br />
|replays=https://replaytheater.app/?game=gbvs&c1=Vira Replay Theater<br />
}}<br />
</div><br />
<br />
==Players To Watch==<br />
<br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
<br />
<br />
<br />
==Videos==<br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
<br />
<br />
==Twitter==<br />
<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Vira|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Shtknhttps://www.dustloop.com/w/GBVSR/Vaseraga/ResourcesGBVSR/Vaseraga/Resources2024-01-16T01:28:22Z<p>GenericPseudonym: /* Documents */ link this combo doc</p>
<hr />
<div><center>{{Character Label|GBVSR|Vaseraga|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|twitter=https://twitter.com/search?q=%23GBVSR_VS #GBVSR_VS<br />
|replays=https://replaytheater.app/?game=gbvs&c1=Vaseraga Replay Theater<br />
}}<br />
</div><br />
<br />
==Players To Watch==<br />
<br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
* [[https://docs.google.com/document/u/0/d/1tVNDCszpZO5cuh27woH9P9PWD13YzHDJYz_r8wvLmMw/mobilebasic GBVSR Vaseraga Combos]]<br />
<br />
==Videos==<br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
<br />
<br />
==Twitter==<br />
<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Vaseraga|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Shtknhttps://www.dustloop.com/w/GBVSR/Soriz/ResourcesGBVSR/Soriz/Resources2024-01-16T01:27:23Z<p>Shtkn: Created page with "<center>{{Character Label|GBVSR|Soriz|size=58px}}</center> {{GBVSR/CharacterLinks}} <div id="home-content" class="home-grid"> {{ResourcesPreface}} {{ResourcesLinks |twitter=https://twitter.com/search?q=%23GBVSR_SO #GBVSR_SO |replays=https://replaytheater.app/?game=gbvs&c1=Soriz Replay Theater }} </div> ==Players To Watch== ==Documents== <small> ''You can embed links to external documents or User Docs here. </small> ==Videos== ==Plain Text== <small> ''You can writ..."</p>
<hr />
<div><center>{{Character Label|GBVSR|Soriz|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|twitter=https://twitter.com/search?q=%23GBVSR_SO #GBVSR_SO<br />
|replays=https://replaytheater.app/?game=gbvs&c1=Soriz Replay Theater<br />
}}<br />
</div><br />
<br />
==Players To Watch==<br />
<br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
<br />
<br />
<br />
==Videos==<br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
<br />
<br />
==Twitter==<br />
<br />
<br />
==Navigation==<br />
<center>{{Character Label|GBVSR|Soriz|size=58px}}</center><br />
{{GBVSR/CharacterLinks}}<br />
{{GBVSR/Navigation}}</div>Shtkn