(Start of the Gambit page, will continue to work.) |
(FINISHED IM INSANE IM CRAZY IM ABSOLUTELY STUPID RAAAAAHHHH) |
||
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==Gameplay== | ==Gameplay== | ||
Gambit is a tricky and wildly fun character with an emphasis on good spacing and zoning with | Gambit is a tricky and wildly fun character with an emphasis on good spacing and zoning with his Kinetic Card and Trick Card specials. He has high damage combo conversions on point with cards and supers, and his fast ground movement - combined with Cajun Strike - makes him tricky to pin down. He is also an excellent team player, with his α-assist being a projectile that causes a pseudo-capture state, letting some characters get conversions that would otherwise be totally impossible. If you like throwing cards, being generally hard to catch, and having the best damn cape animation in the business, then try your luck with Gambit. | ||
"Don't mess with the Cajun!" | "Don't mess with the Cajun!" | ||
Line 355: | Line 355: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= Gambit's sweep. Not really a big reason to be hitting this one, except at the tip ranges of 2MK where it's the only ender. A cancel into HP Cajun Slash can OTG after this if they don't tech roll, otherwise no conversion is available. | |description= Gambit's sweep. Not really a big reason to be hitting this one, except at near the tip ranges of 2MK where it's the only ender. A cancel into HP Cajun Slash can OTG after this if they don't tech roll, otherwise no conversion is available. | ||
}} | }} | ||
}} | }} | ||
==== Air Normals ==== | |||
{{MoveData | |||
|image= MVC2 Gambit j.LP 01.png | |||
|caption= ANOTHER ONE?! | |||
|name= Jumping Light Punch | |||
|linkname= j.LP | |||
|input= j.{{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Yet another quick backhand strike. Mainly just for air combos, but has some nice active frames so could potentially be used for air-to-air purposes. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit j.MP 01.png | |||
|image2= MVC2 Gambit j.MP 02.png | |||
|caption2= I'll be honest this one's just ok | |||
|name= Jumping Medium Punch | |||
|linkname= j.MP | |||
|input= j.{{mp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A swat upward in the air. Not really useful outside of combo filler. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit j.HP 01.png | |||
|caption= Brain damage | |||
|name= Jumping Heavy Punch | |||
|linkname= j.HP | |||
|input= j.{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A jump attack with a juicy hitbox. Your go-to air-to-ground attack, and can chain into j.HK afterward for an additional hit. Try superjumping and whiff cancelling this into Kinetic Cards for a sequence that may be tough to get in on. Pretty good, though Gambit isn't really able to abuse this as much as he'd like to. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit j.LK 01.png | |||
|caption= Crouch light kick, in the air! | |||
|name= Jumping Light Kick | |||
|linkname= j.LK | |||
|input= j.{{lk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A kick with some ok range. Generally going to be used as combo filler, but could be used as an air-to-air like j.LP. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit j.MK 01.png | |||
|caption= Sonic the Hedgehog lookin' ahh | |||
|name= Jumping Medium Kick | |||
|linkname= j.MK | |||
|input= j.{{mk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= An upward kick. Also mainly combo filler. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit j.HK 01.png | |||
|caption= Stanky foot | |||
|name= Jumping Heavy Kick | |||
|linkname= j.HK | |||
|input= j.{{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= A horizontal kick. This one's not really as good for jumping in, as it doesn't have a low hitbox. Generally a button you don't hit outside superjumping and whiffing to build meter or chaining after j.HP. | |||
}} | |||
}} | |||
=== Universal Mechanics === | |||
{{MoveData | |||
|image= MVC2 Gambit 2HP 01.png | |||
|caption= Literally a worse version of 2HP | |||
|name= Launcher | |||
|linkname= 3HP | |||
|input= {{df}}+{{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Gambit swings upward with his staff. The same as 2HP with the same damage, except it's lacking it's second hitbox, making it far worse for coverage with literally no benefits. Don't ever do this. | |||
}} | |||
}} | |||
== Special Moves == | |||
{{MoveData | |||
|image= MVC2 Gambit Ground QCF P.png | |||
|image2= MVC2 Gambit Air QCF P.png | |||
|caption2= Did anyone else think he said "credit card" | |||
|name= Kinetic Card | |||
|linkname= QCF+P | |||
|input= {{qcf}} + {{lp}} or {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible - on the ground, the cards fly horizontally, in the air they fly down at a 45 degree angle. On hit these hold the opponent in place for a while, allowing for some conversions. This special slows your momentum in the air, which can let you stall for time for a bit. The light version starts faster and ends slower, heavy starts slower and ends faster. An integral part of Gambit gameplay is throwing a bunch of cards, so get used to doing these in all kinds of situations. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit Ground QCB P.png | |||
|caption= Out of my sky, pest! | |||
|name= Trick Card | |||
|linkname= QCB+P | |||
|input= {{qcb}} + {{lp}} or {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit holds up some glowing playing cards, then flings them upward across the screen at a 45 degree angle. The hitbox going across the screen is invisible. Not possible to do in the air, unlike Kinetic Card. Still very nice for controlling the air space. You'll probably be doing this more than normal Kinetic Card because it's such a good angle to cover, so this is a move not to be forgotten about. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit DP LP 01.png | |||
|caption= Smack that guy over there! | |||
|name= LP Cajun Slash | |||
|linkname= DP+LP | |||
|input= {{dp}} + {{lp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit lunges forward and swipes quickly with his staff. Your most consistent combo ender on the ground that actually gives a knockdown, and combos from all of your lights and chains. If you're not sure what will hit, this will. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit DP HP 01.png | |||
|image2= MVC2 Gambit DP HP 02.png | |||
|image3= MVC2 Gambit DP HP 03.png | |||
|caption3= Smack that guy a few times! | |||
|name= HP Cajun Slash | |||
|linkname= DP+HP | |||
|input= {{dp}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit hops into the air and swipes a few times with his staff. Less combo friendly than LP Cajun Slash. The first hit can OTG off sweep, and does some nice damage, though it's hard to find a good time to use this. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit DP HP 02.png | |||
|image2= MVC2 Gambit DP LKHP 02.png | |||
|image3= MVC2 Gambit DP LKHP 03.png | |||
|caption3= I didn't even know this was a thing | |||
|name= LK+HP Cajun Slash | |||
|linkname= DP+LK+HP | |||
|input= {{dp}} + {{lk}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit does a three hit staff combo, but stays grounded. Good for combos, but not as consistent as LP Cajun Slash. Also no conversions to supers again, so this one is fine but nothing special. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit Charge Jump.png | |||
|image2= MVC2 Gambit Charge P Attack.png | |||
|caption2= *ST Claw voice* YEOOoooOOOW! | |||
|name= Cajun Escape | |||
|linkname= Charge D, U+P | |||
|input= Charge {{d}}, {{u}} + {{lp}} or {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit jumps away to the wall, then flips off of it to dive toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. You can press a punch button during this flip at any time to perform the attack. The attack portion is gimmicky, but works well as an escape option and to get around things that may trouble some characters. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit Charge Jump.png | |||
|image2= MVC2 Gambit Charge K Attack.png | |||
|caption2= DIIIIVEKICK, THE MOST AMAZING FIGHTING GAME EXPERIENCE ON THE PLANET | |||
|name= Cajun Strike | |||
|linkname= Charge D, U+k | |||
|input= Charge {{d}}, {{u}} + {{lk}} or {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit jumps away to the wall, then flips off of it to divekick toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. Unlike Cajun Escape, once you have decided to jump again or not, you will automatically followup with a divekick off the wall. The LK version dives closer to the wall, the HK version dives further from the wall. This attack is a bit better than Cajun Escape, and allows Gambit to stuff some things that may be tricky to otherwise. | |||
}} | |||
}} | |||
== Hyper Combos == | |||
{{MoveData | |||
|image= MVC2 Gambit QCF PP.png | |||
|caption= We're playing 52 card pickup, and YOU'RE the one to do it! | |||
|name= Royal Flush | |||
|linkname= QCF+PP | |||
|input= {{qcf}} + {{lp}} + {{hp}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit crouches down, then throws a bunch of kinetic cards at the enemy, trapping them in place. Gambit snaps his fingers and the cards explode. Does pretty good damage for a level 1, and is very DHC friendly if you can set it up. Can vary in damage quite a bit depending on where the opponent gets hit by the cards, but overall this is a great damage engine super. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit Air QCF P.png | |||
|image2= MVC2 Gambit Explosion Pillar.png | |||
|caption2= Magnetic Shock- wait no, wrong character | |||
|name= Cajun Explosion | |||
|linkname= QCF+PP | |||
|input= {{qcf}} or {{qcb}} + {{lk}} + {{hk}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit flips to the wall, then throws some Kinetic Cards into the ground, which explode into pillars of energy which cross the screen. Depending on which way you input the quarter-circle, Gambit will jump to the wall the motion ended on. (i.e., QCF jumps to the wall in front, QCB jumps to the wall behind) Slow to start up, but screen clearing and does pretty good damage for a level 1. As the startup is skipped in a DHC and Gambit recovers very quickly, this works very well as a safe DHC for swapping out. | |||
}} | |||
}} | |||
== Variable Assists == | |||
{{MoveData | |||
|image= MVC2 Gambit Ground QCF P.png | |||
|caption= Type α | |||
|name= Projectile Type | |||
|linkname= A1//A2 | |||
|input= A1//A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible as the cards fly horizontally. On hit these hold the opponent in place for a while, allowing for conversions with the point character that would not be possible otherwise. Does excellent damage and allows for INCREDIBLE new combos and mixups. By far Gambit's best assist, and you should almost always be choosing it. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit DP LP 01.png | |||
|caption= Type β | |||
|name= Expansion Type | |||
|linkname= A1 // A2 | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= - | |||
|Startup= - | |||
|Active= - | |||
|Recovery= - | |||
|Guard= - | |||
|Special Property= - | |||
|Cancel= - | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Gambit lunges forward and swipes quickly with his staff. A pretty mediocre assist, as it doesn't really add a whole lot to a team to use it, and card assist is just so, SO much better. Unless you have something really juicy in mind, stick to card assist. | |||
}} | |||
}} | |||
{{MoveData | |||
|image= MVC2 Gambit 2HP 01.png | |||
|image2= MVC2 Gambit 2HP 02.png | |||
|caption2= Type γ | |||
|name= Launcher Type | |||
|linkname= A1 // A2 | |||
|input= A1 // A2 | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Gambit swings upward with his staff. There is quite literally no reason to pick this. Do not bother. | |||
}} | |||
}} | |||
= The Basics = | |||
== Beginner Overview == | |||
== Advanced Overview == | |||
==Bread-and-Butter Combos== | |||
= Advanced Strategy = | |||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category:Marvel Vs. Capcom 2]] | [[Category:Marvel Vs. Capcom 2]] |
Revision as of 03:36, 6 July 2024
Story
Remy LeBeau, known by his alias of Gambit, is a mutant from the X-Men comics by Marvel. A smooth talker and a well known thief, Gambit has the ability to charge objects with kinetic energy, causing them to explode. He is an anti-hero character, sometimes working with the X-Men and sometimes working against them.
Gameplay
Gambit is a tricky and wildly fun character with an emphasis on good spacing and zoning with his Kinetic Card and Trick Card specials. He has high damage combo conversions on point with cards and supers, and his fast ground movement - combined with Cajun Strike - makes him tricky to pin down. He is also an excellent team player, with his α-assist being a projectile that causes a pseudo-capture state, letting some characters get conversions that would otherwise be totally impossible. If you like throwing cards, being generally hard to catch, and having the best damn cape animation in the business, then try your luck with Gambit.
"Don't mess with the Cajun!"
Gambit is a slippery character with an emphasis on zoning and playing with his throwing card specials. He generally does well in the middle slot, as he has a good assist with a strong safe DHC.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Kinetic Card (Air OK)
+
or
- Trick Card
+
or
- Cajun Slash
+
or
or
+
- Cajun Escape
- Charge
,
+
(Hold away from the wall to go to the opposite wall)
- Cajun Strike
- Charge
,
+
(Hold away from the wall to go to the opposite wall)
- Royal Flush
+
+
- Cajun Explosion
or
+
+
- Type α - Projectile Type
- Assist:
Kinetic Card
- Counter:
Kinetic Card
- Combination: Royal Flush
- Type β - Expansion Type
- Assist:
Cajun Slash
- Counter:
Cajun Slash
- Combination: Royal Flush
- Type γ - Launcher Type
- Assist:
+
- Counter:
+
- Combination: Royal Flush
Colors
First row:
A1.
Second row:
A2.
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit throws out a small backhand strike. Less range than the animation suggests, but you really won't be hitting this button all that much outside of scrambles and attempting to anti-air. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit swats downward with his staff. Just a combo filler medium. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit swings horizontally with the staff. Causes a recoverable knockdown on hit. Nice for knocking the opponent backward for some breathing room, but completely useless for combos solo. However, the hitbox is very high up, which means it can whiff on some crouching characters. Also has the adverse effect of granting characters unfly, so be very careful with who you use this against. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit throws a short knee. Other than it being tied for your fastest button, this is pretty much redundant with all the other lights. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit throws a side kick. Just like 5MP, this is mostly just a combo filler medium. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit throws a high kick. The shortest characters in the game can crouch underneath this hitbox. Generally a good high hitstun grounded ender into LP or LK+HP Cajun Slash, but needs some help for larger conversions. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit throws a backhand strike, but this time while crouching. Tied for his fastest normal, and perhaps a bit better for scrambles due to it's smaller hurtbox. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit swing his staff downward, but crouching. Again, not much use outside of being a combo filler medium. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit swings upward with his staff. Your primary launcher, and combos after a Light>Medium string. Has a nice hitbox for coverage, so could be used for anti-airs, just adjust for its slower startup. Launches unusually high and vertically, making conversions awkward at first. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit throws a low kick. Being a low, this is pretty important for Gambit, and also can confirm into launcher. Strangely a lot slower than his other lights, but still invaluable for confirming. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit throws a longer range low kick. Yet another combo filler medium, but this one is good because it's a second low and still allows for a confirm into launcher. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit's sweep. Not really a big reason to be hitting this one, except at near the tip ranges of 2MK where it's the only ender. A cancel into HP Cajun Slash can OTG after this if they don't tech roll, otherwise no conversion is available. |
Air Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Yet another quick backhand strike. Mainly just for air combos, but has some nice active frames so could potentially be used for air-to-air purposes. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A swat upward in the air. Not really useful outside of combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A jump attack with a juicy hitbox. Your go-to air-to-ground attack, and can chain into j.HK afterward for an additional hit. Try superjumping and whiff cancelling this into Kinetic Cards for a sequence that may be tough to get in on. Pretty good, though Gambit isn't really able to abuse this as much as he'd like to. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A kick with some ok range. Generally going to be used as combo filler, but could be used as an air-to-air like j.LP. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
An upward kick. Also mainly combo filler. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A horizontal kick. This one's not really as good for jumping in, as it doesn't have a low hitbox. Generally a button you don't hit outside superjumping and whiffing to build meter or chaining after j.HP. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit swings upward with his staff. The same as 2HP with the same damage, except it's lacking it's second hitbox, making it far worse for coverage with literally no benefits. Don't ever do this. |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible - on the ground, the cards fly horizontally, in the air they fly down at a 45 degree angle. On hit these hold the opponent in place for a while, allowing for some conversions. This special slows your momentum in the air, which can let you stall for time for a bit. The light version starts faster and ends slower, heavy starts slower and ends faster. An integral part of Gambit gameplay is throwing a bunch of cards, so get used to doing these in all kinds of situations. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit holds up some glowing playing cards, then flings them upward across the screen at a 45 degree angle. The hitbox going across the screen is invisible. Not possible to do in the air, unlike Kinetic Card. Still very nice for controlling the air space. You'll probably be doing this more than normal Kinetic Card because it's such a good angle to cover, so this is a move not to be forgotten about. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit lunges forward and swipes quickly with his staff. Your most consistent combo ender on the ground that actually gives a knockdown, and combos from all of your lights and chains. If you're not sure what will hit, this will. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit hops into the air and swipes a few times with his staff. Less combo friendly than LP Cajun Slash. The first hit can OTG off sweep, and does some nice damage, though it's hard to find a good time to use this. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit does a three hit staff combo, but stays grounded. Good for combos, but not as consistent as LP Cajun Slash. Also no conversions to supers again, so this one is fine but nothing special. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit jumps away to the wall, then flips off of it to dive toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. You can press a punch button during this flip at any time to perform the attack. The attack portion is gimmicky, but works well as an escape option and to get around things that may trouble some characters. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit jumps away to the wall, then flips off of it to divekick toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. Unlike Cajun Escape, once you have decided to jump again or not, you will automatically followup with a divekick off the wall. The LK version dives closer to the wall, the HK version dives further from the wall. This attack is a bit better than Cajun Escape, and allows Gambit to stuff some things that may be tricky to otherwise. |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit crouches down, then throws a bunch of kinetic cards at the enemy, trapping them in place. Gambit snaps his fingers and the cards explode. Does pretty good damage for a level 1, and is very DHC friendly if you can set it up. Can vary in damage quite a bit depending on where the opponent gets hit by the cards, but overall this is a great damage engine super. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit flips to the wall, then throws some Kinetic Cards into the ground, which explode into pillars of energy which cross the screen. Depending on which way you input the quarter-circle, Gambit will jump to the wall the motion ended on. (i.e., QCF jumps to the wall in front, QCB jumps to the wall behind) Slow to start up, but screen clearing and does pretty good damage for a level 1. As the startup is skipped in a DHC and Gambit recovers very quickly, this works very well as a safe DHC for swapping out. |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible as the cards fly horizontally. On hit these hold the opponent in place for a while, allowing for conversions with the point character that would not be possible otherwise. Does excellent damage and allows for INCREDIBLE new combos and mixups. By far Gambit's best assist, and you should almost always be choosing it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit lunges forward and swipes quickly with his staff. A pretty mediocre assist, as it doesn't really add a whole lot to a team to use it, and card assist is just so, SO much better. Unless you have something really juicy in mind, stick to card assist. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit swings upward with his staff. There is quite literally no reason to pick this. Do not bother. |