Line 102: | Line 102: | ||
|advHit=5 | |advHit=5 | ||
|advBlock=3 | |advBlock=3 | ||
|description= | |description= Alright keep-out tool, althought forshadowed by f.m. however it has its uses if using S3.3 since f.l > S3.3 > S3.3/OD is an actual hitconfirm. It can also be used for tick throws in offense, and allows for good resets at the end of combos. | ||
}} | }} | ||
}} | }} | ||
<section end=f.L/> | <section end=f.L/> | ||
===<big>{{clr|5|f.M}}</big>=== | ===<big>{{clr|5|f.M}}</big>=== | ||
<section begin=f.M/> | <section begin=f.M/> |
Revision as of 08:34, 16 February 2022
Normals
cl.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 6 | 2 | 7 | 15 | 6 | 4 | - |
Cancelable into Light attacks. Mediocre normal, since its slower then all other cl.l normals and doesn't convert into f.l without S3.3 or OD, despite its good advantage on hit |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | Spc/OD/KA | 9 | 3 | 15 | 27 | air flip | -2 | - |
cl.H
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
close s.H | 95 | Mid | 150 | Any | 11 | 4 | 22 | 37 | -3 | -7 | - |
This is your main DP punish when it doesn't push you too far on block. Unlike boot, this doesn't scale the rest of the combo, and leads to some of Talos' biggest damage. It is also cancelable into any ground attack except itself, which allows for utility such as cancelling into S1.1 for tick throws, 'reverse-beat' into f.l to stay, and boot to catch backdashes/jumps. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
close s.H (alt) | 85 | Mid | 100 | Any | 11 | 4 | 24 | 39 | -5 | -9 | - |
Same properties as the first version, but slightly different frame data. This is what you get if you cancel cl.h into itself. |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid | 50 | Spc/OD/KA | 7 | 2 | 8 | 17 | 5 | 3 | - |
Alright keep-out tool, althought forshadowed by f.m. however it has its uses if using S3.3 since f.l > S3.3 > S3.3/OD is an actual hitconfirm. It can also be used for tick throws in offense, and allows for good resets at the end of combos. |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | OD/KA | 8 | 3 | 13 | 24 | 3 | 0 | - |
Talos' best poke for grond control. Only 1 frame slower then f.l and excellent recovery and range for its speed, it makes for a great tool to challenge ground approaches to encourage jumps. It'ss biggest issue, tho, is that it provides no reward what so ever, not even using KA |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
110 | Mid | 200 | OD/KA | 12 | 5 | 21 | 38 | -3 | -7 | - |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid | 50 | Spc/OD/KA | 7 | 2 | 8 | 17 | 5 | 3 | - |
cancelable into Light attacks |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Low | 100 | Spc/OD/KA | 9 | 3 | 16 | 28 | 0 | -3 | - |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Low | 150 | KnAdv | 10 | 4 | 22 | 36 | sweep | -7 | - |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
B+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | Spc/OD/KA | 10 | 4 | 22 | 36 | -7 | -10 | - |
pulls opponents inward |
F+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
115 | Mid | 150 | KnAdv | 15 | 4 | 27 | 46 | wall bounce | -12 | - |
armored during frames 1-15; applies 50% damage/dizzy/meter reduction as combo starter |
j.D+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 12 | - | - | - | - | - |
125% gravity during first 20 frames |
j.D+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
crossup air attack |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55+55 | Unblk | 50+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
135 | Unblk | 150 | None | 5 | 3 | 27 | 35 | - | - | - |
Air Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60+60 | Unblk | 125+0 | None | 5 | 3 | - | - | - | - | - |
Specials
S1.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Meteor Breaker Charge | - | - | - | Other | 3 | - | - | 90 | - | - | - |
chargeable until frame 90; transitions into Quick Meteor Breaker after frames 3-24 and Charged Meteor Breaker after frame 25; dash-cancelable after frame 5; armored after 25 frames; auto-faces opponent | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Meteor Breaker | 100+75 | Unblk | 100+0 | KnAdv | 4 | 3 | 53 | 60 | grd bounce | - | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Meteor Breaker | 150!+75 | Unblk | 150!+0 | KnAdv | 4 | 3 | 53 | 60 | grd bounce | - | - |
armor disabled after 7 frames |
S1.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
150 | Unblk | 100 | None | 6 | 2 | 57 | 65 | knockdown | - | - |
armored during frames 3-8 |
S2.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Titan Smash Charge | - | - | - | Other | 3 | - | - | 90 | - | - | - |
chargeable until frame 90; transitions into Quick Titan Smash after frames 3-24 and Charged Titan Smash after frame 25; armored after 25 frames; dash-cancelable after frame 5; auto-faces opponent | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Titan Smash | 150! | Unblk | 150! | KnAdv | 4 | 5 | 36 | 45 | tumble | - | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Titan Smash | 225! | Unblk | 200! | KnAdv | 4 | 5 | 36 | 45 | wall bounce | - | - |
armor disabled after 9 frames |
S2.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
135! | Unblk | 150! | None | 6 | 3 | 41 | 50 | backslide | - | - |
armored during frames 3-8; autofaces opponent during frames 1-6 |
S3.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Magnetic Buster | 85 | Mid (Whiffs airborne) | 100 | Spc/OD/KA | 15 | 5 | 14 | 34 | 6 | 2 | - |
pulls opponents inward; cancelable into S1 and S2 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Clothesline (S3v1/v3) | 100 | Mid | 100 | KnAdv | 12 | 4 | 32 | 48 | sweep | -15 | - |
S3.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Magnetic Snare | 100! | Mid (Whiffs standing and crouching) | 125! | Spc/OD/KA | 15 | 5 | 12 | 32 | air flip | - | - |
pulls opponents inward; cancelable into S1 and S2 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Snare Clothesline (S3v2) | 125! | Mid | 100! | KnAdv | 18 | 4 | 32 | 54 | sweep | -15 | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Snare Colossal Crush (OD) | 325! | Unblk | 0 | None | 5+12+0 | 3 | 60 | 80 | grd bounce | - | - |
can grab opponents in ground and air hit stun (but not block stun) |
jS3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | None | 12 | 5 | - | - | - | - | - |
pulls opponents inward; can attack/block after 2 landing frames, and walk after 4 frames |
S3.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | OD/KA | 12 | 8 | 14 | 34 | 1 | -3 | - |
jS3.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | None | 12 | 8 | - | - | - | - | - |
can attack/block after 8 landing frames, and walk after 10 frames |
OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
325! | Unblk | 0 | None | 5+0+0 | 2 | 60 | 67 | grd bounce | - | - |
can grab opponents while they are in ground hit stun (but not air hit stun or block stun) |
Other
Forward Dash
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Forward Dash | - | - | - | None | - | - | - | 22 | - | - | - |
transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 20f in both cases | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run | - | - | - | Any | - | - | - | - | - | - | - |
cancelable into attack or jump; transitions into forward run stop | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run Stop | - | - | - | Any | - | - | - | 10 | - | - | - |
cancelable into attack or jump; all actions enabled after 10 frames |
Back Dash
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | - | - | - | 28 | - | - | - |