Gundam Deathscythe (GWED): Difference between revisions

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=Information=
=Information=
FGT: 140  
FGT: 140<br>
WEP: 120  
WEP: 120<br>
SPD: 160  
SPD: 160<br>
POW: 120  
POW: 120<br>
ARM: 120  
ARM: 120<br>
RFN: Gundam Deathscythe
RFN: Gundam Deathscythe<br>
HEI: 16.3 WEI: 7.2 MAT: Gundanium RN: XXXG-01D
HEI: 16.3 WEI: 7.2 MAT: Gundanium RN: XXXG-01D<br>
AMS: Vulcan Gun*2, Machine Cannon*2, Beam Scythe*1, Buster Shield*1,  
AMS: Vulcan Gun*2, Machine Cannon*2, Beam Scythe*1, Buster Shield*1,Hyper Jammer*1<br>
Hyper Jammer*1
IGP: [DUO] Duo Maxwell (Doesn't matter who he is, he totally redefines  
IGP: [DUO] Duo Maxwell (Doesn't matter who he is, he totally redefines  
the term 'Dynamic Duo.' :)
the term 'Dynamic Duo.' :)<br>
DES: Despite its name, it cannot do a fatality in this game.  But then  
DES: Despite its name, it cannot do a fatality in this game.  But then  
again, other robots cannot do fatalities either.
again, other robots cannot do fatalities either.<br>


DIS: n/a 1CS: Yellow, white, black 2CS: Yellow, white, purple
DIS: n/a 1CS: Yellow, white, black 2CS: Yellow, white, purple<br>
=Basics=
=Basics=


=Move List=
=Move List=
Specials:
Specials:


Buster Shield (11)-Down, DF, forward + Attack; Ground only
Buster Shield (11)-Down, DF, forward + Attack;  
 
Ground only
 
Deathscythe throws its buster shield at the opponent.  Both versions
Deathscythe throws its buster shield at the opponent.  Both versions
hit three times, but heavy version moves Deathscythe next to the
hit three times, but heavy version moves Deathscythe next to the
opponent after the second hit.
opponent after the second hit.


Rising Scythe (11-17)-DP + Attack; Ground or air
Rising Scythe (11-17)-DP + Attack;  
 
Ground or air
 
Deathscythe performs a rising slash with its beam scythe.  Light
Deathscythe performs a rising slash with its beam scythe.  Light
version hits three times, heavy hits five times.
version hits three times, heavy hits five times.
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Super:
Super:


Shinigami (38)-Down, DF, forward, down, DF, forward +
Shinigami (38)-Down, DF, forward, down, DF, forward +Attack;  
Attack; Ground or air
 
Ground or air
 
Deathscythe performs an enhanced version of its light rising slash,
Deathscythe performs an enhanced version of its light rising slash,
with greater horizontal range and a wave of yellow energy emitting
with greater horizontal range and a wave of yellow energy emitting
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Combos
Combos


SWPx3, Csw, GFDD+sk, CWw, Ssw, Csw (3+2+5+1+1+1=13) (100/25)
SWPx3, Csw, GFDD+sk, CWw, Ssw, Csw (3+2+5+1+1+1=13) (100/25)<br>
Ssw, Csw, GQCFx2+k, CWw, Ssw, Csw (2+2+6+1+1+1=13) (200/140)
Ssw, Csw, GQCFx2+k, CWw, Ssw, Csw (2+2+6+1+1+1=13) (200/140)<br>
SWV, SsV, GQCF+sk, SWPx3, GFDD+sk, CWw, Ssw, Csw (3+6+3+1x3+5+1+1+1=23)  
SWV, SsV, GQCF+sk, SWPx3, GFDD+sk, CWw, Ssw, Csw (3+6+3+1x3+5+1+1+1=23)(209/119)<br>
(209/119)
SWV, SsV, GQCF+sk, GQCFx2+k, CWw, Ssw, Csw (3+6+3+8+1+1+1=23) (309/264)<br>
SWV, SsV, GQCF+sk, GQCFx2+k, CWw, Ssw, Csw (3+6+3+8+1+1+1=23) (309/264)
(CWw, Ssw, QCF+sk,)xn ((1+2+3=6)xn) (100xn/55+10xn)<br>
(CWw, Ssw, QCF+sk,)xn ((1+2+3=6)xn) (100xn/55+10xn)
 


Combos:
Illusion Kick (opener for combos):  Dash, sp<br>
Illusion Kick (opener for combos):  Dash, sp
Buster Slash:  (From a distance) QCT+sW, (after it connects) QCTx2sW (3+10=13)
Buster Slash:  (From a distance) QCT+sW, (after it connects) QCTx2sW (3+10=13)
(Thanks, HyperBlissey)
(Thanks, HyperBlissey)<br>
Shinigami Renzo:  cwW, sW, QCT+sp, rlr x y (y=infinite times)
Shinigami Renzo:  cwW, sW, QCT+sp, rlr x y (y=infinite times)<br>
Shinigami no Kehai:  QCT+sp, wp, cwW, sW, rlr x y
Shinigami no Kehai:  QCT+sp, wp, cwW, sW, rlr x y<br>
Deadly Roulettes:  QCT+sp, sW, csW, QCTx2+sp
Deadly Roulettes:  QCT+sp, sW, csW, QCTx2+sp<br>
Death Becomes Me:  wp, wW, QCT+sp, cwW, csW, QCTx2+sp
Death Becomes Me:  wp, wW, QCT+sp, cwW, csW, QCTx2+sp<br>
Quick Charge:  (Vulcan Range)wW, sW, QCT+sp, QCTx2+sp
Quick Charge:  (Vulcan Range)wW, sW, QCT+sp, QCTx2+sp<br>
Quick Charge Minor:  (Vulcan Range) sp, QCT+sW, (when shield hits) QCTx2+wW
Quick Charge Minor:  (Vulcan Range) sp, QCT+sW, (when shield hits) QCTx2+wW<br>





Revision as of 22:10, 7 January 2016

Introduction

Information

FGT: 140
WEP: 120
SPD: 160
POW: 120
ARM: 120
RFN: Gundam Deathscythe
HEI: 16.3 WEI: 7.2 MAT: Gundanium RN: XXXG-01D
AMS: Vulcan Gun*2, Machine Cannon*2, Beam Scythe*1, Buster Shield*1,Hyper Jammer*1
IGP: [DUO] Duo Maxwell (Doesn't matter who he is, he totally redefines the term 'Dynamic Duo.' :)
DES: Despite its name, it cannot do a fatality in this game. But then again, other robots cannot do fatalities either.

DIS: n/a 1CS: Yellow, white, black 2CS: Yellow, white, purple

Basics

Move List

Specials:

Buster Shield (11)-Down, DF, forward + Attack;

Ground only

Deathscythe throws its buster shield at the opponent. Both versions hit three times, but heavy version moves Deathscythe next to the opponent after the second hit.

Rising Scythe (11-17)-DP + Attack;

Ground or air

Deathscythe performs a rising slash with its beam scythe. Light version hits three times, heavy hits five times.

Super:

Shinigami (38)-Down, DF, forward, down, DF, forward +Attack;

Ground or air

Deathscythe performs an enhanced version of its light rising slash, with greater horizontal range and a wave of yellow energy emitting from the scythe's blade. Hits nine times.

Move Analysis

Strategy

Combos

Combos

SWPx3, Csw, GFDD+sk, CWw, Ssw, Csw (3+2+5+1+1+1=13) (100/25)
Ssw, Csw, GQCFx2+k, CWw, Ssw, Csw (2+2+6+1+1+1=13) (200/140)
SWV, SsV, GQCF+sk, SWPx3, GFDD+sk, CWw, Ssw, Csw (3+6+3+1x3+5+1+1+1=23)(209/119)
SWV, SsV, GQCF+sk, GQCFx2+k, CWw, Ssw, Csw (3+6+3+8+1+1+1=23) (309/264)
(CWw, Ssw, QCF+sk,)xn ((1+2+3=6)xn) (100xn/55+10xn)

Illusion Kick (opener for combos): Dash, sp
Buster Slash: (From a distance) QCT+sW, (after it connects) QCTx2sW (3+10=13) (Thanks, HyperBlissey)
Shinigami Renzo: cwW, sW, QCT+sp, rlr x y (y=infinite times)
Shinigami no Kehai: QCT+sp, wp, cwW, sW, rlr x y
Deadly Roulettes: QCT+sp, sW, csW, QCTx2+sp
Death Becomes Me: wp, wW, QCT+sp, cwW, csW, QCTx2+sp
Quick Charge: (Vulcan Range)wW, sW, QCT+sp, QCTx2+sp
Quick Charge Minor: (Vulcan Range) sp, QCT+sW, (when shield hits) QCTx2+wW


Basic Strategy

Advanced Strategy

The Good:

  • Untouchable dash, good for dash-in attacks or retreating.
  • Can easily perform one of the few endless combos.
  • Good counter-attacks for punishing or countering.
  • Super does lots of damage and chains easily.
  • Very nice range.

The Bad:

  • Doesn't combo very well aside from the strong fireball.
  • Inflexible; it doesn't have many options, making it very straight-forward.
  • Special attacks don't do much damage.
  • Most attacks leave you very vulnerable.