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
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 |
Horizontal Normals
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -5 | -5 | - | Low | |
Having a i11 anti-step move is quite good, though unfortunately, Gerelt/Claire swing it high enough that it simply whiffs versus a lot of lower-profile moves in the game. Be mindful of what characters you use this against. |
5BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -17 | -17 | - | Low | |
Great combo starter for special/super, held back by its weakness on block/whiff/hit advantage. You're always going to want to do 5BBxSomething. QCF+A will whiff on block if you cancel it on the very first cancelable frame, as 5BB's second hit pushes the opponent off axis. |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | -5 | -7 | - | Low | |
Safe on block and, more importantly, special cancelable, this fast low is Gerelt/Claire's primary lockdown tool and source of consistent damage. |
Kick Normals
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -8 | - | - | Ground | |
A fast, short range kick, primarily used as combo filler in juggles. It does confirm into string->specials easily in neutral, its just that the kick itself doesn't have a huge hitbox that is useful in footsies. |
5KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -7 | - | - | Ground | |
Juggle filler and confirm into special/super. |
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 21 | - | - | - | -2 | -3 | - | Low | |
A somewhat slow anti-step-to-one-side low with unusually good frame advantage for this game, and especially good given Gerelt's fast attacks. Will only catch step in the direction it swings towards if the opponent is late on step, but always catches step in the direction it swings frm. |
66K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | 7 | - | - | -8 | - | - | Ground | |
A very fast dashing attack that is special cancelable. Given the usefulness of QCF+A, it's hard to not want to abuse this. It also links after Gerelt's 4B, meaning you have an honest to god link into super at point blank range. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | - | - | - | Ground | |
Gerelt's flip kick is notable for being able to hit opponents while on the ground from an instant input. This combined with his unusal flipping hurtbox makes this a valid panic button, as it knocks opponents away. Despite being an instant jumping attack, however, the flip kick is not an overhead. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Andelucia Storm
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -3 | - | - | Ground | |
Arguably the main reason to play as either of these characters, Andelucia Storm is one of the safest special moves in the game and allows the fencers to confirm from a variety of mid range pokes effectively. |
Andelucia Storm (Mash)
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -11 | - | - | Ground | |
Mashing Andelucia Storm gives more damage but pushes out. -11 is not a death sentence in this game and the chip is not bad, but you're not going to press buttons after this, if you know what I mean. |
Bloody Flamenco
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 21 | - | - | - | - | -46 | - | Ground | |
Only useful as a high risk anti-step and combo ender. It looks like it would anti-air or have invulnerability. It has neither. It does low profile highs, though, so if you have a read on something like a high swinging 5B, there's a chance it might beat it. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Fourth Technique: Paired Shadow Gods
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
WIP |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
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 |
Plasma Field - Burst Mode
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 21 | - | - | - | - | - | - | Ground | |
Once you hit with Plasma Field, your opponent is in a juggle-able state for 55 frames before they can tech off the ground. Your earliest action will come out on frame 44, and there is one frame of buffer (so earliest inputs register on frame 43.) This means you have 11 frames to squeeze a guaranteed move in. This pretty much only leaves Burst Mode A, 66K, and 2B. However, teching incorrectly also causes them to get hit by Burst Mode A (and really, anything that will hit them in the place they are teching,) and for some reason 66K is immune to the 1 frame buffering, making it very easy to connect with afterwards. In short, you have a choice: land the guaranteed but hard high damage Burst Mode A, or do the much easier 66K->Andelucia Storm combo and go for a reset. Vs Opponents that (perhaps wisely) stay on the ground, 2B will launch them, and will also catch tech, but generally leads to less damage. |
Burst Mode A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | - | - | - | Ground | |
Multi-stab with high damage, great chip, and juggle properties. This is what you're aiming for after activating Plasma Field. It is important to note that Burst Mode A is a different move from QCF+A(AAA...) and does much more damage. |
Burst Mode B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 15 | - | - | - | - | - | - | Ground | |
Stuns a standing enemy and does good chip, also seems to ground bounce juggled opponents. Too slow to fit in the opening burst mode window, though. |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |