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|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= 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. You will be using this stance to bait mashing during mixups while setting up a charge command grab. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
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|advHit=grd bounce | |advHit=grd bounce | ||
|advBlock=- | |advBlock=- | ||
|description= | |description= The fast version of the command grab. Deals very good damage, and can combo using FA6 if you can't get a charged version. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
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|advHit=grd bounce | |advHit=grd bounce | ||
|advBlock=- | |advBlock=- | ||
|description=armor disabled after 7 frames | |description= (armor disabled after 7 frames). One of the things that make Talos scary. Extremely high damage, and converts meterlessly for very high damage, using meter can allow you to extend it even further. in conjuction to the charged stance, it can be used in mash-safe mixups | ||
}} | }} | ||
}} | }} | ||
<section end=S1.1/> | <section end=S1.1/> | ||
===<big>{{clr|6|S1.2}}</big>=== | ===<big>{{clr|6|S1.2}}</big>=== | ||
<section begin=S1.2/> | <section begin=S1.2/> |
Revision as of 09:06, 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 | - |
Decent range low that also converts into S3.3, giving it good use in neutral. not very useful otherwise |
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 | - | - | - | - | - |
Biggest highlight of this normal is its whooping 15 active frames. This makes it very good for meaties and rewarding combos/pressure on block. You'll use this a lot after knockdowns |
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 | - | - | - | - | - |
long range, high damage and great active frames make this a good jump in that can hit deep. not much more then that because it takes time to startup and very inclined downwards. |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
Stop sign. Very quick air to air with great range and good active frames, you can even stuff some approach if you do it low to the ground. |
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 | - |
The boot. armored during frames 1-15, so it can function as a semi-reversal that is not liimited by cooldown. It's a good tool to use and take turns when you expect an opponent to mash. Its long reach also make it good to beat backdashes; Tho, it applies 50% damage/dizzy/meter reduction as combo starter so the reward is underwhelming at times, is very unsafe on block and has a slow startup, so overusing this is a very bad idea. |
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 | - | - | - |
Faster then the command grab, tho not as damaging and just as bad to whiff. Can convert into a combo with KA6, simillar to uncharged S1.1. |
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 | - | - | - | - | - |
Actually pretty useful in combos, since Talos can juggle a f.l afterwards and either go into knockdown with S3.3 or get a reset into S1.1/boot mix. |
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. You will be using this stance to bait mashing during mixups while setting up a charge command grab. | |||||||||||
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 | - | - |
The fast version of the command grab. Deals very good damage, and can combo using FA6 if you can't get a charged version. | |||||||||||
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). One of the things that make Talos scary. Extremely high damage, and converts meterlessly for very high damage, using meter can allow you to extend it even further. in conjuction to the charged stance, it can be used in mash-safe mixups |
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 | - | - | - |