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* '''Air Maneuverability:''' Zelkin can air stall, air dash, and has strong air-to-air normals in the form of an extremely active j.K and a strong late j.A hitbox. | * '''Air Maneuverability:''' Zelkin can air stall, air dash, and has strong air-to-air normals in the form of an extremely active j.K and a strong late j.A hitbox. | ||
* '''Attack Before The Round:''' Because Zelkin's flight has a hitbox, he's allowed to hit the enemy before the round starts if they aren't blocking. | * '''Attack Before The Round:''' Because Zelkin's flight has a hitbox, he's allowed to hit the enemy before the round starts if they aren't blocking. | ||
* '''Flight cancel pressure:''' Every normal that can be special canceled is a flight cancel setup. Because kicks cannot be parried, this means that Zelkin has ways to constantly cancel into unparryable pressure off of 2K and any string with his 6K overhead animation. Opponents can try to step this if they want to risk it, but 5BB/2B/3B will tag attempted steps. 5BB leads to full combo, 2B is safe and virtually riskless, and 3B's range and cancel options allow him to flight cancel again even in situations where he might get pushed out. In general, Zelkin can stick to opponents and frustrate/overwhelm them easily. | * '''Flight cancel pressure:''' Every normal that can be special canceled is a flight cancel setup thanks to the cancelable properties of '''Sky Destruction'''. Because kicks cannot be parried, this means that Zelkin has ways to constantly cancel into unparryable pressure off of 2K and any string with his 6K overhead animation. Opponents can try to step this if they want to risk it, but 5BB/2B/3B will tag attempted steps. 5BB leads to full combo, 2B is safe and virtually riskless, and 3B's range and cancel options allow him to flight cancel again even in situations where he might get pushed out. In general, Zelkin can stick to opponents and frustrate/overwhelm them easily. | ||
* '''High damage:''' Sub-optimal Zelkin combos off of 2K and 5BB still lead to roughly 50%, setup up which-way mixups, and in general always keep Zelkin one or two hits away from winning at all times. | * '''High damage:''' Sub-optimal Zelkin combos off of 2K and 5BB still lead to roughly 50%, setup up which-way mixups, and in general always keep Zelkin one or two hits away from winning at all times. | ||
* ''' 3A PF-Cancel Bug:''' Zelkin has by far the most useful PF-Cancel bug in the game, allowing him to cancel his 3A overhead into Plasma Field. | * ''' 3A PF-Cancel Bug:''' Zelkin has by far the most useful PF-Cancel bug in the game, allowing him to cancel his 3A overhead into Plasma Field. |
Revision as of 11:25, 23 June 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
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
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
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 | |
This is a slightly-pilotable move that sends Zelkin into the air, then has him fall back down in a air-to-ground grab attempt. This function of the move is quite bad due to its ability to be stepped and ducked. However, Sky Destruction can be cancelled at any point with the M button, allowing Zelkin to go into free fall. During this fall, Zelkin can attack with any of his normal jumping moves. Because there is no height restriction on when you can hit the M button to cancel, you can effectively use this brief flight state to cancel the recovery of any cancelable normal, granting you frame advantage far beyond what you'd normally have. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
This is a flying uppercut primarily used as combo extension off of 5BB/2KKK. Despite the input and upwards motion, it's quite bad at anti-airing due to its slow speed and forward movement. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
This is Zelkin's air dash. |
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 |