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===Kick Normals=== | ===Kick Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header">5K</span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
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|Damage= | |Damage= | ||
|Guard= | |Guard= | ||
|Startup= | |Startup= 10 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= -8 | ||
|Block Adv= | |Block Adv= | ||
|Property=Ground | |Property=Ground | ||
|description= | |description= A fast, short range kick, primarily used as combo filler in juggles. It does confirm into string->specials easily in neutral, its just that the kick itself doesn't have a huge hitbox that is useful in footsies. | ||
}} | |||
}} | |||
===== <span class="invisible-header">5KK</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=5KK | |||
|data= | |||
{{AttackData-PS | |||
|Damage= | |||
|Guard= | |||
|Startup= 10 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= -7 | |||
|Block Adv= | |||
|Property=Ground | |||
|description= Juggle filler and confirm into special/super. | |||
}} | }} | ||
}} | }} |
Revision as of 13:58, 4 July 2024
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
---|---|
|
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Default VS Mirror
Move List
Vertical Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Horizontal Normals
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -5 | -5 | - | Low | |
Having a i11 anti-step move is quite good, though unfortunately, Gerelt/Claire swing it high enough that it simply whiffs versus a lot of lower-profile moves in the game. Be mindful of what characters you use this against. |
5BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -17 | -17 | - | Low | |
Great combo starter for special/super, held back by its weakness on block/whiff/hit advantage. You're always going to want to do 5BBxSomething. QCF+A will whiff on block if you cancel it on the very first cancelable frame, as 5BB's second hit pushes the opponent off axis. |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | -5 | -7 | - | Low | |
Safe on block and, more importantly, special cancelable, this fast low is Gerelt/Claire's primary lockdown tool and source of consistent damage. |
Kick Normals
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -8 | - | - | Ground | |
A fast, short range kick, primarily used as combo filler in juggles. It does confirm into string->specials easily in neutral, its just that the kick itself doesn't have a huge hitbox that is useful in footsies. |
5KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -7 | - | - | Ground | |
Juggle filler and confirm into special/super. |
66K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | 7 | - | - | -8 | - | - | Ground | |
A very fast dashing attack that is special cancelable. Given the usefulness of QCF+A, it's hard to not want to abuse this. It also links after Gerelt's 4B, meaning you have an honest to god link into super at point blank range. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Andelucia Storm
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -3 | - | - | Ground | |
Arguably the main reason to play as either of these characters, Andelucia Storm is one of the safest special moves in the game and allows the fencers to confirm from a variety of mid range pokes effectively. |
Andelucia Storm (Mash)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -11 | - | - | Ground | |
Mashing Andelucia Storm gives more damage but pushes out. -11 is not a death sentence in this game and the chip is not bad, but you're not going to press buttons after his, if you know what I mean. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Fourth Technique: Paired Shadow Gods
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |