Tatsunoko vs Capcom: Ultimate All Stars/Gold Lightan: Difference between revisions
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|| Lightan Punch. This move has MASSIVE pushback, making it hard to justify using, which is terrible because it's the only way to properly link into his launcher. {{TvC-Colors|yellow|2B -> {{TvC-Colors|red|5C}} -> {{TvC-Colors|red|3C}}}} is the only way to confirm his launcher outside of a raw {{TvC-Colors|red|3C}}. | || Lightan Punch. This move has MASSIVE pushback, making it hard to justify using, which is terrible because it's the only way to properly link into his launcher. {{TvC-Colors|yellow|2B -> {{TvC-Colors|red|5C}} -> {{TvC-Colors|red|3C}}}} is the only way to confirm his launcher outside of a raw {{TvC-Colors|red|3C}}. | ||
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Revision as of 17:48, 13 September 2024
Introduction
A kid finds a lighter in the grass and picks it up because he's gonna smoke cigs or something I dunno, turns out the lighter is a giant fridge that fights Mecha Godzilla.
Gameplay
Strengths | Weaknesses |
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Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 3 | 24 | - | 1280 | - | Pretty fast, can probably shove back PTX a bit or hit enemies trying to super jump away. | |
7 | 3 | - | - | 1200 | - | When whiffed it has horrible recovery, but on hit or block it chains into itself. Really annoying poke, you could probably take entire matches just running up and doing 2A. | |
18 | - | - | - | 3900 | Overhead | Kicks and hits twice, really slow. To its credit, it's an overhead. | |
16 | - | - | - | 3900 | Overhead/OTG | Lightan reaches over the entire screen and punches the ground. If you get a knockdown for any reason and have a nice reserve of BBQ you can cancel and use this to OTG and wipe out most of their health bar. Otherwise it's a really bad overhead. | |
16 | - | - | - | 8736 | - | It's literally 5B but 2 frames faster and doesn't cancel into anything... but damage is good I guess. | |
19 | - | - | - | 1920 | OTG | Lightan Punch. This move has MASSIVE pushback, making it hard to justify using, which is terrible because it's the only way to properly link into his launcher. 2B -> 5C -> 3C is the only way to confirm his launcher outside of a raw 3C. | |
18 | - | - | - | 3200 | - | Lightan Kick. On hit it confirms to 3C. | |
22 | - | - | - | 3320 | Low | Lightan Sweep. This is one of his few good normals; you can Gold Quake or BBQ 6B and turn the entire match around if it hits. | |
21 | - | - | - | 3360 | Launcher | For all of Lightan's faults this is a pretty good launcher, and he has a real BnB to follow it with. If blocked, just Gold Press to safety. This move also has an insane hitbox, reaching up to max super jump height. Use it to stuff people trying to dash overhead. However, the hitbox is small so it may be easy to whiff this punish. | |
18 | - | - | - | 7200 | - | Lightan's normal throw; tech by doing a 360 and hitting C. | |
9 | 11 | - | - | 920 | Overhead | Jumping knee. It's active so that's something. | |
11 | 7 | - | - | 1760 | Overhead | Lightan reaches out and palms; really good air normal. Mandatory for his loop. | |
14 | 8 | 50 | - | 4480 | Overhead | Lightan Stomp. Recovery is abysmal, but it's a good overhead otherwise. Leads to Gold Crash if opponent is grounded, if airborne it'll have an extremely high chance of whiffing. |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
13/17/22 | - | - | - | 6427/6967/7509 | Projectile Reflect/Hard Knockdown | Lightan kneels down and slices the air. Reflects projectiles. B and C version cause hard knockdown. Can be used as a frame trap from 3C... sorta. | |
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22/25/27 | - | - | - | 8656/9892/11167 | Overhead/Wall Bounce/Snapback | Lightan jumps and kicks the air. A and B versions wall bounce, C version is a snapback. Good ender for his loop. |
19 | - | - | - | 12000 | Command Throw | Lightan's other throw; you can still tech by doing a 360 and tapping C. Does great damage but the threat of teching is too high. | |
41/44/16 | - | - | - | 8120/9300/10280 | Overhead/OTG/Low | Lightan stomps the ground. Full screen low, easy confirm for Gold Crash. Messes with background stage elements. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
11+18 | - | - | - | 16800 | - | Invincible on startup. Lightan kicks the air, and if it connects he crushes them under his foot. Decent super, can be an ender for his loop. Hitbox is vertically tall so it can also work as an anti-air. | |
29+12 | - | - | - | 14240 | Low | Gold Quake but super. Hits low but that doesn't really matter. Only way to reach Finger Crash. Usable in air. | |
- | - | - | - | 20800 | - | After sucking their robot soul out, he tosses them on the ground. Decent damage adder and it's not like you're using the meter for anything else. To its credit it piggybacks off Gold Crash so you aren't spending four meters. Risk one bar and you can decide on hit if you want to spend the other two. |