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|Block Adv= -17 | |Block Adv= -17 | ||
|Property=Low | |Property=Low | ||
|description= Sliding low that | |description= Sliding low that knocks down, but is also quite unsafe on block. | ||
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Revision as of 18:40, 10 February 2025
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
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | -7 | - | - | Ground | |
A mediocre vertical poke that can occasionally hit anti-air, but not reliably. Perhaps best used for its ability to 2-in-1 into fireball. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | 14 | - | - | - | - | - | - | Ground |
2A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | +4 | +4 | - | Ground | |
One of Gore's most important pokes. It's held back by range, and it doesn't naturally duck highs like you'd think it would, but it nonetheless is an i11 poke with frame advantage and a string that combos into super. The fact that it's also + on block means you can reliably do some frame traps with 2A->5K or 2A->2A, but keep in mind that 2A pushes out further on hit than on block. Unfortunately, not a low. |
3A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 19 | - | - | - | X | +5 | - | Ground | |
Long range stab-type move. Knocks down, and is special cancelable on block, hit, and whiff. Unfortunately, its too plus for fireball to not jail (so you can't get it to hit if they try to step/jump) and its not plus enough to really frame trap off of with normals. |
4A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 15 | - | - | - | +2 | +2 | - | Overhead | |
A surprisingly good overhead that jumps and is unseeable. Unfortunately, it doesn't have much range, and the pushout on hit makes it difficult to capitalize on the frame advantage, |
While Running A/B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 4 | - | - | - | X | -4 | - | Ground | |
Buried in a movelist of slow, awkward hitboxes is the game's fastest knockdown. It is not special cancelable nor has any other unique properties other than being fast, and unfortunately the second hit tends to whiff if the first hits on CH or if the character is small and crouching. Still, its a bit of a shotgun of a move, and a great alternative approach if you're tired of 3K all the time. |
Horizontal Normals
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 9 | - | - | - | -4 | - | - | Ground | |
On one hand, having a 9 frame horizontal is very, very nice, and on paper, the fact that this leads into a pretty big combo string should be pretty good. Unfortunately, in almost every situation where a frame trap into 5B would be meaningful, there's enough push out that, even if 5B hits, none of its follow-ups will, or at best will inconsistently. This, by itself, is probably at its best at checking jump/step in frame advantage situations. It also tends to whiff crouchers in most situations. |
4B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 13 | - | - | - | +5 | -2 | - | Overhead | |
A secretly juiced overhead that can't be reacted to and catches step. The fact this is an overhead almost feels like an oversight, since it only connects with crouchers at point blank range, and doesn't interact at all with characters that can shrink their hurtboxes while crouching (Cats, for example.) Versus the characters this will hit overhead, you have an unseeable overhead into fireball/super. Versus standing opponents, the range is actually quite large. If he swung a little bit low to catch low profiles, it would probably unquestionably be his best move. Alas, Gore isn't allowed such things. |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 21 | - | - | - | +1 | - | - | Low | |
There's no other way to really say this: Gore's horizontals are quite bad. 21 frames, barely having frame advantage and barely having range makes Gore's 2B perhaps the worst in the game. If that weren't enough, it also just sometimes doesn't hit steppers depending upon how early the step is. |
3B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 22 | - | - | - | Knockdown | +5 | - | Low | |
Only a frame slower, 3B at least knocks the opponent down and can be special canceled, making it superior in virtually every way to 2B. Sadly, the range still isn't quite good enough to justify its slow speed. Its frame advantage coupled with low pushout on block do give it some value in a moveset otherwise lacking in strong horziontals, but like 3A, it has too much frame advantage for 3B->Fireball to do anything other than jail on block. |
Kick Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | +4 | +6 | - | Ground | |
One of Gore's fastest pokes and best interrupts. Decent range and speed, though not better than anyone else in the cast, really. Good advancing range and pushout on block, plus it can't be countered since its not a weapon attack. Unusually better frame data on block than on hit. Would be a better buffer into fireball if he didn't have KA, which tends to cause input overlap issues. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | -5 | -5 | - | Ground | |
Consistent but small combo string from 5K. -5 on block is really safe for a non-committal string. This string IS cancelable, but the fireball doesn't combo, and the opponent can still jump over the fireball even on block. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | -8 | - | - | Ground | |
You'll more than likely get this if you mess up 5K->Fireball. Still, the string itself isn't bad on hit, given its followups, but it is linear and the whole string itself is prone to whiffing at various parts due to range. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | - | -16 | - | Ground | |
Don't let the -16 fool you--because this both can't be parried and because it moves Gore so far backwards, this is one of his best tools. It's very difficult to punish this on whiff and virtually impossible for a lot of the cast to punish it on block, and is in general a great way to build meter for this meter hungry character. This has a visually similar startup to his Spinning Leg special move, which can bait funny reactions out of people, too. |
3K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 13 | - | - | - | - | -28 | - | Low | |
Arguably Gore's most important mid range move, this jumping low leads to Gore's only viable stance transition and his launcher. He gets low to the ground and its far faster than one might initially think looking at the move, making it an all purpose tool that must be sidestepped or made to whiff in some way to properly punish. The main reason it is reasonably safe to throw out is that an opponent trying to poke back after blocking this move runs the risk of getting hit by 4K afterwards, which cancels instantly from 3K for a combo on hit. |
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 10 | - | - | - | +4 | +3 | - | Low | |
Maybe not the most exciting move in the world, but a i10 unparryable low that's + on both hit and block is a rarity in this game. Can combo into super but is difficult to confirm (any delay in the super input causes it to be blocked) so it is generally better to use it as a 2-in-1 into fireball or as a whiff punish. You will be using this a lot. |
While Running K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 12 | - | - | - | Knockdown | -17 | - | Low | |
Sliding low that knocks down, but is also quite unsafe on block. |
Jumping Normals
Late Jumping A/B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
One of the worst jumping normals in the game. Completely ignore what your eyes see in regards to the jump arc--this attack will pass thorough airborne and standing still opponents more often than not. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Exploding Fire Projection
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -23 at point blank | -23 at point blank | - | Ground | |
Gore's main projectile. Goes most of the screen, but not quite max. Fairly fast and somewhat safe due to push out, decent damage, and a good way to encourage opponents to jump at you. Loses to step, like most projectiles, but that doesn't stop you from building meter and controlling the opponents neutral with it. Unfortunately, there are some characters that can punish it on hit (Blood, for example, can always rekka it) so your options on using it are limited in some matchups. |
Composition Conversion
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | -38 | - | Ground | |
Gore's alternate projectile is a short range pink gas cloud. When it hits, the enemy is frozen in stone and you can get a juggle off of it. Because of Gore's high damage off of his black hole super, simply going straight into the super is the most consistent thing you can do. This has a decent preemptive anti-air hitbox if the opponent is jumping in from far, but tends to lose to any lateral movement or closer jumps. Unsafe. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Stance |
Spinning Leg
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | +7 | - | Low | |
Gore jumps backwards, gets low to the ground, then spins wildly forwards while spewing green orbs everywhere. This is a great "backswing blow" sort of attack that is mysteriously plus on block. Great for evading throws and low profiling some attacks, it can also occasionally clip stepping opponents. However, he's not invincible, and the spin can be beaten with attacks. |
Centrifuge Separation (236K while opp. OTG)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | OTG Throw | |
This hit throw only comes out while the opponent is in a grounded state. While in most situations in the game, this would mean you'd never see it, Gore can actually guarantee this from his Kancho throw. The timing is tight, though: you want to hit the K of 236K roughly right after the sound of the second ground splat. |
Absolute Rest
A.R. 6A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 32 | - | - | - | +3 | +2 | - | Ground | |
Hard hitting jumping overhead with some nice evasive capabilities. Due to push out on block and hit, pretty much resets to neutral in most matchups. Which, to be fair, is a good position for Gore vs most characters, as he can threaten Giant Attack/3K. |
A.R. 6A+B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Unblockable Throw | 15 | - | - | - | X | X | - | Ground | |
This unique command grab with an extremely suspect name is your main goal in Absolute Rest. It does a lot of damage on its own, and even allows a small followup in the form of 4B afterwards. If you've gotten people scared of this, you have successfully used Absolute Rest and the rest of his options open up to you. |
A.R. 5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 22 | - | - | - | X | -11 | - | Ground | |
A lifting uppercut. Its relative safety is nice considering it guarantees a high damage juggle afterwards. |
A.R. 6K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 31 | - | - | - | X | -19 | - | Ground | |
A long range low kick that guarantees 3K,4K on hit into super. Visually confusing, as it really doesn't look like a low. Unfortunately, it is quite unsafe. |
A.R. 2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 25 | - | - | - | X | -10 | - | Ground | |
Breakdance low. Knocks down. |
A.R. 28K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Air | 16 | - | - | - | X | X | - | Ground | |
Giant jumping uppercut that only hits far above Gore in the air. Does not seem to interact with grounded opponents at all? Sadly, does not seem to have any sort of invincibility. |
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 |
Strategy
General Gameplan
Matchups
Vs. Zelkin/Eagle (3.5:6.5)-- The lone hope Gore/Luca have in this match is the safety of their 3Ks, since the birds can't really punish them. Gore might do a little better with Black Hole super panic/anti-airs, but mostly, Gore/Luca will be running and praying that they don't get caught by 2K/Flight Cancels.
Vs. Hayato/B. Hayato (4.5/5.5)-- Gore cannot do fireball upclose without getting hit by Shinden, which is a relatively strong meterless punish for Hayato that sets up his command grab mixup. Gore generally outdamages Hayato otherwise, and has a bit more going for him in terms of frame traps and pokes. Leverage your kicks in particular (3K,5K,2K), be willing to use Plasma Field, and be prepared to punish any big whiffs as hard as you can.
vs. Gerelt (4:6)-- Gerelt is a particularly annoying counterpick for Gore for the simple reason he easily punishes 4K on block, which few characters can do, and he wrecks fireball on hit, so Gore basically can't 2-in-1 off his best pokes without risk. Mercifully, Gerelt also does about half the damage per conversion that Gore does, so you're always in the game as long as Plasma Field or Black Hole super has a chance to hit. This is a battle of attrition between interesting bottom tiers.
vs. Gamof/Gantetsu (5.5:4.5)-- Easily Gore's best matchup vs the S-tiers. The key difference maker here is that, for the first time in their lives, Gantetsu/Gamof have to play like the grappler archtypes they are supposed to be, since they can't mindlessly ignore Gore 3K/Fireball. Gore's pokes and zoning control the pace of this matchup, and Black Hole's damage output means that he does a little better at ignoring the tank health of the grapplers better than most. There's even certain ranges where 3K anti-airs late Gamof j.K, which is massive for Gore. The worst thing that can happen to Gore in this matchup is have his fireball jumped or his black hole randomly not juggle, which can happen depending upon what the ever shrinking hitboxes of grappler late j.K decides to do. Might be closer to 5:5 considering that grapplers are always a j.K away from stealing a round, but let's let Gore have something nice.
vs. Blood/Shaker (4:6) Gore gets hit by Rekka for free when he lands his fireball and doesn't really have any particular strength to balance this out. He certainly doesn't out damage Blood and he definitely doesn't have better footsies than him. This is probably worse than 4:6, but I'm being generous based off the fact Blood can't Rekka 4K and, at the end of the day, Gore still can snipe Blood with 3K/PF/Black Hole like any other character, he just has to be more careful to not get struck by Rekka/Time Stop.
vs. Saturn (5.5:4.5) Might be closer to a 5:5, as Saturn's ability to air control means he can mess with Gore's otherwise good anti-airs, but Saturn is taking a far bigger risk playing with the fire that is Gore Black Hole Super. Couple this with the fact that Gore's small size and key moves all either low profile or straight up beat Saturn Drill (Black Hole Super, 3K, 2K) and Saturn suddenly finds himself having to think about when and if he should do drill at all. Not many characters do that to Saturn, which is a plus for Gore.
Vs. Rai-On (3.5:6.5) If Gore loses track of which foot he has facing forward, which he has to manually control via 4B, he might get the wrong step, which means he can't step 2KK->Slide after blocking 2KK. If that doesn't tell you the pitiful state of this matchup for him, I'm not sure what will. His normal reversal, Black Hole Super, also does not work versus repeated divekick pressure due to Rai-On simply passing past him. Gore can punish Blanka Ball on hit, mercifully, with his meteor super, but that's about it and it's a little expensive for the reward. (He can do Tech Roll 3KK, but 3KK->Black Hole whiffs.) The saving grace for Gore is Rai-On's low health and his extremely high damage: 3KKxBlack Hole->Meteor does just shy of 50% health on the cats. Gore's Meteor super also makes for an interesting punish when Rai-On whiffs his air string in neutral, but he has to time it to hit Rai-On as he lands. Coincidentally, Luca's Meteor Super will actually hit Rai-On out of divekick->divekick on block if it's not at its lowest height... but since it doesn't have invincibility, she can't do it on reaction, she just had to yolo it and pray, so one of the few edge case reasons for Luca still really... isn't. One other detail that helps Gore/Luca out is that they duck Rai-On's jab if he's close, so they are slightly less susceptible to 5A pressure than others.