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 first wall to go to the opposite wall)
- Can be followed up with a mid in the air by pressing a punch button.
- Cajun Strike
- Charge
,
+
(Hold away from the first 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 | |
Flying Screen trigger | - | - | - | - | |
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 stalling 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 with a high hitbox. Also mainly combo filler, if you can manage to hit it. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying Screen trigger | - | - | - | - | |
A horizontal kick that triggers Flying Screen. 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 frame data and damage as 2HP, except it's lacking the second hitbox above his head, making it far worse for anti-airing. Gambit's hurtbox is shifted backwards on that frame and onwards, which can make it harder to punish. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit grabs the opponent, charges them up with kinetic energy, then kicks them away. As this is a throw that does a base amount of damage, this one is generally pretty good to use. It also creates plenty of space needed to set up your card keepaway game. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16-24 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit grabs the opponent, leaps on top of them, hits him with the end of his staff, then jumps off them. As this is a mashable throw, the opponent can mash back to reduce the amount of damage they take. Generally less useful than the punch throw. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
16 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit grabs the opponent, and leaps off of them while kicking them away. Hard to combo off of without the right assists. Pretty standard as far as air throws go. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit's snapback is 3 frames, but based on his 5HP, leading to all the same problems that that normal has, minus the knockdown related ones. It being 3 frames is still very nice to have though, as it's quite a bit bigger than your lights. Note: If you're playing in the arcade or on the Dreamcast version, there is a bug with the Assist 2 Snapback. Doing this and whiffing, then performing a Cajun Strike will make you fly up off the screen. This is banned in tournaments. If you do this in a game, you will be forced to forfeit. Generally this is not something you'll be doing ever, but do keep this in mind. |
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, while 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. Like Kinetic Card, the LP version starts faster with more recovery, while HP starts slower with less recovery. |
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 if they don't roll, and it 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 doesn't combo into supers again, so this one is fine but nothing special. Can be used to buy time for slower assists to hit. |
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 for more air time. You can press either punch button during his flipping at any time to perform the follow-up attack. The attack portion is gimmicky and hits mid, but works well as an escape option and to get over or around things that may trouble other 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 punish 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 throws his staff up (we'll get to that) and crouches down, then throws a bunch of kinetic cards at the enemy, trapping them in place. Gambit catches his staff, 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 (ideally they're directly in front of him), but overall this is a great damage engine super. On startup (before the superflash) Gambit's staff has a hitbox on the way that will send opponents down and backwards, into the cards he's throwing. You can use this after an air super to squeeze more damage out of a combo or secure a kill, but since the cards hit the opponent while they're airborne, less cards hit so it doesn't always do a lot. If you DHC before Gambit snaps, the cards will hold the opponent in place for a short while, giving slower supers enough time to still combo! |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Causes Flying Screen | - | - | - | - | |
Gambit flips to the wall, then throws some Kinetic Cards into the ground, which explode into pillars of energy which cross the screen and trigger Flying 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. These hold the opponent in place for a while on hit, allowing for one-hit conversions with the point character that would not be possible with most assists. 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 Kinetic Card assist. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Gambit swings upward with his staff. As a launcher assist, there is next to no reason to pick this. Do not bother. |