Introduction
Gardevoir is classified as a Technical character, which means she has a lot of tricks up her sleeve. She’s one of the harder characters to pick up and do well with, but once you understand her toolkit, she can definitely shine. Gardevoir is well-known for her zoning capability and excels at long-range combat with her multitude of projectiles. She is also able to control and restrict the opponents’ movement by setting delayed traps (Future Sight) on the ground or in the air. Being able to utilise each of her tools to stay ahead of the opponent is crucial to playing Gardevoir at a high level, since she falls a little short when stuck in the corner.
Another aspect to Gardevoir is her wall and corner pressure. Using Future Sight or Psychic properly, she is able to trap the opponent in the corner and prevent them from jumping out with projectiles or her other close-range tools.
Unfortunately, Gardevoir does lack a lot of mobility tools that are present in the rest of the cast. Her jump is quite floaty, which is helpful for aerial mixups, but it also gives the opponent a larger window of time to knock her out of the air. She struggles defensively in the corner, especially against rushdown/mixup characters like Pikachu Libre and Weavile. Her midrange game is extremely lacking as well, causing her to fall short in certain matchups like vs Sceptile, who excels at controlling the midrange with his set of traps.
As a result, most Gardes choose to play a defensive/run-away style that is typical of a zoner character. Typically, Garde wants to maintain space with Future Sight and stand at a safe distance to throw projectiles. Alternatively, some do make an aggressive “grappler” playstyle work as well, utilising her above-average grab damage and amazing oki pressure to bully the opponent in the corner.
Gardevoir has air control when jumping.
- Gardevoir can move forwards and backwards during a neutral jump.
- Gardevoir can increase the distance of a forward or backwards jump by holding the direction.
- Gardevoir can halt the distance of a forward or backwards jump by pressing the opposite direction.
Gardevoir #PTDX_GRD | |
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Vitals | |
HP | 540 HP |
Shield Health | 600 SH (Normal) |
Synergy Gauge | 150 CC |
Burst Mode Duration | 960F (16 sec) |
Movement | |
Back Dash | 33F (1-8F Strike and Throw invuln, Cancelable on Frame 25) |
Side Dash | 41F (5-14F Projectile invuln, Cancelable on Frame 25) |
Forward Dash | 25F (Cancelable on Frame 17) |
Unique Movement Options | Float |
Stances | |
High Stance | Restores recoverable HP (4 HP/tick) |
Low Stance | High invuln. on Frame 1 |
General Moves
Burst Mode
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv. | Block | Properties |
Burst Wave | 0 | -12 | Mid | BA (projectile) | i18 | 48 | +8 | 0 | 1-48F Total invuln, Pierce |
Calm Mind grants two stocks instead of one. Midair Counter Attack and 6X become safer on block. nY and DP j.Y fire an additional projectile. Moonblast fires a wave of arrows instead of just one. Future Sight has a larger hitbox and additional hits. |
Burst Attack: Fairy Tempest
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 192 | Shift | Mid | S+ | i15 | 93 | Knockdown | +2 | 6-31F Total invuln, Pierce |
Gardevoir sends out a large orb of energy. Only goes through the full animation if it hits point blank. The orb then travels forward at a fast pace, launching the opponent on hit. |
j.R Float
Total Frames | Properties |
FP Until landing +27 / DP Until landing +13 | Air Actionable on Frame 21 |
Gardevoir floats upwards, acting like a double jump. Can change the trajectory. |
Y+B Grab Attack
Attack Type | Damage | PSP | Height | Priority | Impact | Total Frames | Hit Adv |
Grab | FP 80 / DP 120 | Shift | Ground only | 1 | i11 | 49 | FP Shift (+4) / DP Shift |
After a Duel Phase grab, can transition into aerials. |
X+A Counter Attack
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Total Frames | Hit Adv | Block | Properties |
X+A Counter Attack | Counter (Strike) | 70 | 40% | 3 | Mid Low | 5 | i27 | 65 | FP Shift (+4) / DP +4, +8 (Burst) | -8 / -4 (Burst) | 1-20F Counter Armor, Launch on Crit, Forward and Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17 |
[X+A] Charged Counter Attack | Counter (Strike) | 120 | 40% | 3 | Mid Low | 6 | i47 | 85 | Launch | -4 / +8 (Burst) | 1-40F Counter Armor, Pierce, Forward and Side Dash Cancelable on Frame 9, Back Dash Cancelable on Frame 17 |
j.X+A Midair Counter Attack | Counter (Strike) | 80 | 0% | 3 | Mid High | 5 | i42 | Until Landing +27 (FP) / +13 (DP) | FP Shift (Knockdown) / DP +22 | -20 / 0 (Burst) | 1-40F Counter Armor, Destroys Projectiles while active, Float Cancelable on Frame 11 |
Can be used in the air. Can move while charging grounded Counter Attack. |
Field Phase Attacks
nY
Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 30 | 20% | Special Mid | 7 | i15 | 5 | 47 | +4 | -4 | Special/fY Cancelable on Frame 26 |
Throws out an orb that travels forward. In Burst Mode, an additional orb is thrown out. |
sY
Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 40 per hit | 0% | Mid Low | 7 | i19 | 9 | 66 | +9 | -12 | fY Cancelable |
Gardevoir slides to the side, throwing out three discs that travel outwards over time. |
fY
Version | Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
fY | Normal (Projectile) | 80 | N/A | Special Mid | 8 | i23 | 9 | 61 | Shift (Knockdown) | -8 | N/A |
Charged - f[Y] | Normal (Projectile) | 100 | 50% | Mid Low | S | i31 | 9 | 66 | +64 | +4 | Stuns opponent on hit, Pierce |
A straight arrow shot that can be angled to the side. |
bY
Version | Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
bY | Normal (Projectile) | 60 | N/A | High | S+ / 8 (Projectile) | i23 | 9 | 46 | +8* | -4 | 1~24 Mid-High Invulnerability |
Charged - b[Y] | Normal (Projectile) | 80 Per Hit | 30% | High | S+ | i35 | 9 | 58 | +8* | -4 | 1~36 Mid-High Invulnerability, Pierce |
A barrage of aerial arrows that can be angled to the side. * Hitting an aerial opponent with bY will cause a Phase Shift (only with uncharged bY). |
j.Y
Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block |
Normal (Projectile) | 80 | Mid | 8 | i23 | 9 | Until Landing +27 | Shift (Knockdown) | -16 |
A wave of aerial arrows that can be angled closer or further away. |
Homing Attack
Version | Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
X Homing Attack 1 | Normal (Strike) | 30 | Mid | 3 | i25 | 1 | 63 | +4 | -8 | Throw Blast, Airborne on Frame 11, Block/Jump Cancelable on Frame 1 |
XX Homing Attack 2 | Normal (Strike) | 60 | Mid | 5 | i63 | N/A | 95 | Shift (+8) | -4 | N/A |
X[X] Charged Homing Attack 2 | Normal (Strike) | 90 | Mid | 5 | i78 | N/A | 110 | Shift (+8) | +28 | Guard Break, Pierce |
Gardevoir homes in on the opponent, and does an uppercut. If Homing Attack 1 was blocked, there is a 24 frame window to punish a charged Homing Attack 2. |
j.X
Attack Type | Damage | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 60 | Mid High | 5 | i15 | 9 | Until Landing +27 | Shift (Knockdown) | -12 | Destroys Projectiles |
A dress-divekick that can be angled forward or backwards. |
Duel Phase Weak Attacks
2Y | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 60 | 10% | 3 | Low | 3 | i15 | 5 | 39 | +8 | -8 | Frame 1 High Invulnerability |
A low slide |
4Y | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 30 | 0 | 0 | Low | 7 | i23 | 9 | 57 | -4 | -8 | Frame 1 High Invulnerability |
A low-grounded arrow shot. |
5YYY | ||||||||||||
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
5Y | Normal (Strike) | 20 | 10% | 0 | Mid Low | 3 | i15 | 5 | 37 | 0 | -4 | Special Cancelable on Frame 17 |
5YY | Normal (Strike) | 30 | 20% | 0 | Mid | 3 | i31 | N/A | 61 | 0 | -8 | Special Cancelable on Frame 34 |
5YYY | Normal (Strike) | 50 | 10% | 4 | Mid | 4 | i57 | N/A | 95 | +4 | -12 | Special Cancelable on Frame 59 |
A quick double slap to the opponent followed by a hip bump. |
6Y | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 60 | 20% (Last Hit Only) | 4 | Mid Low | 4 | i19 | 9 | 61 | Knockdown* | -12 | N/A |
A spinning attack that has three hits. *The opponent is put into a tumble animation that Gardevoir can combo from before falling to the ground. |
8Y / 8[Y] | ||||||||||||
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Uncharged 8Y | Normal (Projectile) | 60 (Per Hit) | 50% | 1 per hit | High | S+ (Grounded Hit) / 8 (Projectile) | i15 | 5 | 46 | +4 | -8 | 5~16F Mid-High Invulnerability |
Charged 8[Y] | Normal (Projectile) | 80 (Per Hit) | 50% | 1 per hit | High | S+ (Grounded Hit) / S (Projectile) | i27 | 5 | 58 | +4 | -8 | 5~28 Mid High Invulnerability, Pierce |
A barrage of aerial arrows. |
j.Y | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 30 | 0 | 0 | Mid | 6 | i24 | 9 | Until Landing +13 | +4 / +20* | -8 / +4* | Float Cancelable |
An aerial arrow attack that can be angled. * In Burst Mode, j.Y fires an additional arrow. |
Duel Phase Strong Attacks
2X | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 40 | 0 | 3 | Low | 8 | i27 | 9 | 59 | Launch | -8 | Frame 1 High Invulnerability, Pierce |
Gardevoir ducks and throws out a projectile that travels forward. Gardevoir is able to perform stronger combos on the opponent if 2X counter pierces. |
4X | ||||||||||||
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Uncharged 4X | Normal (Strike) | 100 | 50% | 4 | Mid | 6 | i35 | 9 | 71 | Launch | -4 | Pierce |
Mid Charge 4X | Normal (Strike) | 140 | 50% | 4 | Mid | 6 | i58 | 9 | 94 | Launch | +4 | Pierce |
Fully Charged 4X | Normal (Strike) | 180 | 50% | 4 | Mid | 6 | i104 | 9 | 140 | Launch | +12 | Pierce |
Gardevoir twirls around, and does a backhand slap. The move powers up depending on the amount of spins done. 1 Spin = Level 1 2-3 Spins = Level 2 4-5 Spins = Level 3 |
Placeholder until I get an image
--Double
5X | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 60 | 20% | 3 | Mid Low | 4 | i19 | 9 | 49 | +12 | -8 | Special Cancelable on Frame 21, Destroys Projectiles |
6X | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 80 | 20% | 4 | Mid | 5 | i23 | 9 | 61 | Launch | -16 / -12 (Burst) | 1~22F High Invulnerability |
Gardevoir lunges forward and does an uppercut motion. |
8X | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 60 | 0 | 0 | Mid High | 4 | i15 | 1 | 51 | Knockdown | -4 | Low Invulnerability on Frame 5, Destroys Projectiles, Throw Blast |
Gardevoir hops up and attacks with an orb. Can move while active. |
j.X | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Strike) | 40 | 20% | 0 | Mid High | 4 | i21 | 9 | Until Landing +18 | +20 | -4 | Destroys Projectiles |
A dress-divekick that can be angled forward or backwards. |
Pokemon Moves
]A[ Moonblast | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 130 | 20% (Last Hit of Shield) | 8* | Mid | S+ | i15 | 1 | 102 | Knockdown | -20 | Destroys Projectiles, Throw Blast, Forward Dash Cancelable |
Charging and releasing A shoots out an arrow that erase incoming projectiles. Can forward dash cancel with R before the attack comes out. In Burst Mode, Moonblast fires a wave of horizontal arrows in Field Phase. In Burst Mode, Moonblast fires a wave of vertical arrows in Duel Phase. *In Burst Mode, each beam of Moonblast has 8 PSP. If this is done point blank, it'll instantly shift. |
2A Future Sight: Low | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 90 | 10% per hit | 0 | Mid Low | S | i108 | N/A | 56 | +90 | +81 | N/A |
Gardevoir places a blast of energy that detonates after a period of time. Future Sight isn't placed if Gardevoir is hit during the initial animation. Future Sight disappears if Gardevoir grabs. Inputting 1A places the Future Sight closer to Gardevoir. Inputting 3A places the Future Sight farther from Gardevoir. In Burst Mode, Future Sight's hitbox is increased. |
4A Calm Mind | |
Total Frames | Properties |
71 | Can cancel into follow ups on Frame 21, Empowers Stored Power |
Gardevoir meditates, creating a charge to power up Stored Power. A maximum of 3 charges can be stored. During this state, Gardevoir can go into specific actions. Jumping during Calm Mind causes Gardevoir to teleport into the air. Can teleport either forward or backwards in Duel Phase (any direction in Field Phase). In Burst Mode, Calm Mind grants two charges. |
4AY Energy Ball | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 60 | 20% | 3 | Mid High | 6 | i32 | 21 | 84 | -8 | -20 | N/A |
Gardevoir fires a projectile that can go into different actions. Frame Advantage is based on when Gardevoir is point blank |
4AY Energy Ball: Disperse | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 75 | 10% per hit | 9 | Mid | DNI | i33 | N/A | 84 | Launch | * | N/A |
Coming in contact with a projectile causes Energy Ball to explode. Explodes into tiny particles that track down the opponent. *Advantage on block depends on how close/far Gardevoir was away from the opponent when this move hits |
4AY Energy Ball: Diffuse | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 10 per hit (3) | 0 | 0 | FP Mid High / DP Aerial | 6 | i42 | N/A | 72 | FP +12 / DP Launch | +3 | N/A |
Disperses Energy Ball into a wave of small projectiles. The wave of projectiles change depending on the phase. |
4AX Psychic | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 90 | 10% per hit | 0 | Mid | S | i108 | 29 | 99 | Stun | +38 | N/A |
Gardevoir throws out a projectile that slowly homes in on the opponent. After a period of time, the projectile detonates and stuns the opponent. Psychic doesn't detonate if Gardevoir takes damage during the prep time. Psychic disappears if Gardevoir attempts to grab the opponent. |
4AA Dazzling Gleam | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Counter (Projectile) | 100 | 0 | 8 | Mid | S+ | i43 | N/A | 97 | +4 | -8 | 21~63F Counter Armor, Destroys Projectiles |
Gardevoir surrounds itself with a protective dome that has multiple hits. |
5A Psyshock | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 80 | 0 | 5 | Mid Low | 9 | i19 | 9 | 67 | Launch | -12 | N/A |
Gardevoir advances forward, throwing out a projectile. |
6A Stored Power | ||||||||||||
Version | Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
No Levels | Normal (Projectile) | 50 | 40% | 5 | Mid | S+ | i23 | 9 | 56 | Launch | 0 | N/A |
Level 1 | Normal (Projectile) | 100 | 40% (Last Hit Only) | 5 | Mid | S+ | i23 | 9 | 56 | Launch | +4* | N/A |
Level 2 | Normal | 150 | 40% (Last Hit Only) | 5 | Mid | S+ | i23 | 9 | 56 | Launch | +12* | N/A |
Level 3 | Normal | 200 | 40% (Last Hit Only) | 5 | Mid | S+ | i23 | 9 | 56 | Launch | +20* | N/A |
Throws out a vertical wave of energy that launches the opponent. Each Stored Power charge adds one extra wave (additional damage and knockback). Stored Power throws out one wave if Gardevoir has no Calm Mind charges. * -12 if only the first wave hits the opponent's block. |
8A Future Sight: High | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal | 20 per hit | 5% per hit | 0 | High | S | i68 | N/A | 56 | +90 | +81 | N/A |
Gardevoir places a blast of energy that detonates after a period of time. Future Sight isn't placed if Gardevoir is hit during the initial animation. Future Sight disappears if Gardevoir grabs. Inputting 7A places the Future Sight closer to Gardevoir. Inputting 9A places the Future Sight farther from Gardevoir. In Burst Mode, Future Sight's hitbox is increased. |
j.A Magical Leaf | |||||||||||
Attack Type | Damage | Scaling | PSP | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 120 | 0 | 5 | Mid | S+ | i42 | 9 | Until Landing +13 | Knockdown | -24 | N/A |
Gardevoir lets out a horizontal beam that can be angled. |
j.A Magical Leaf
Attack Type | Damage | Scaling | Height | Priority | Impact | Throw Crush Frame | Total Frames | Hit Adv | Block | Properties |
Normal (Projectile) | 20 each hit | 10% each hit | Mid | 7 | i43 | 9 | Until Landing +27 | -33 | -45 | Float and Attack Cancelable on Frame 61 |
Gardevoir sends out multiple leaves that home in on the opponent. Can cancel into aerials. Can cancel midway through the move, but only half the leaves will spawn. |
Combos
Notable Players
- Adelvos (CA): Twitter
- bendy (NA): Twitter
- Electricserket (NA): Twitter
- Ito (JP): Vods
- Mitsuru (JP): Vods
- Rasenryu (NA): Twitter
- Utah (NA): Twitter