Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
---|---|
|
|
Default VS Mirror
Move List
Vertical Normals
5A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -5 | -5 | - | Ground | |
A standard vertical poke in speed and data, bolstered by being a sword normal. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -19 | -19 | - | Ground | |
Natural combo from 5A. The data might seem dire but since this cancels into specials/supers, its fine. Has some funny strings attached to it, too, though you probably won't use them much, |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 11 | - | - | - | -19 | -19 | - | Ground | |
It's a linear, non-comboing low after 5AA with bad frame data. At least it can be cancelled. |
5AAAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | X | +7 | - | Ground | |
A final vertical sword thrust. If your opponent mysteriously sits still for the whole thing, you are rewarded with some health frame advantage. Since the third and fourth hit has a large enough to gap to be stepped between, though, that's unlikely. The last hit can be cancelled, but the frame advantage is better than any reward you might get on hit. |
5AAB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -19 | -19 | - | Ground | |
It's a horizontal with bad frame data that pushes out on block. Only really useful if your 5AA was stepped, and it's probably just better to do something like a forward moving cancel into 236/214A anyways. |
5AABA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 11 | - | - | - | Crumple | -11 | - | Ground | |
A jumping overhead that would be a lot more useful if it weren't linear, interruptable, unsafe, and just in general not worth the reward. Despite crumpling on hit, nothing is guaranteed after the crumple. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 16 | - | - | - | - | -6 | - | Ground | |
Gerelt's primary whiff punish is a two hit, decent range launcher that is surprisingly safe on block. Learning to whiff punish and poke with this is key to Gerelt's otherwise paltry damage, as it consistently gives him real juggles. Held back almost exclusively by its input overlap with 46A. This also has a funny weakness where the second hit can technically be guard-cancel parried after blocking the first, though good luck finding the opponent that can do this consistently and on reaction. |
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 or 5AB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | -17 | -17 | - | - | |
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. |
5BAB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 11 | - | - | - | X | -25 | - | Low | |
A low sweep that isn't comboable or cancelable and has no real mixup aside from 5BAx214A. Probably one of the worst strings in the game. |
5BAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 11 | - | - | - | X | -30 | - | - | |
A jumping uppercut that doesn't combo. I really don't know why Gerelt/Claire have garbage 5B strings, but they do. |
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. Almost single handedly makes up for how bad every other move using the B button is for this character. |
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 from. |
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 | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i16 | - | - | - | -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. Because of its speed and range, its a valuable punish tool for a lot of moves other characters can't hit at all, and it also has decent use as a Ground Roll cancel. |
Andelucia Arrow
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead (2nd hit only) | - | - | - | - | - | -14 | - | Ground | |
-14 on block might seem too good to be true for a high damage combo ender for a rekka character, and you're right. The -14 assumes both hits are blocked, which is something of a rarity when range and crouching character height is considered. The second hit is an overhead, but the reality is it whiffs on many crouchers. |
Andelucia Crawl
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | - | - | - | - | - | -26 | - | Ground | |
This low sweep seems designed to beat people stand blocking after Andelucia Storm, but one look at the block advantage and you'll understand why you shouldn't use it. |
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, anti-string OS, and combo ender. It looks like it would anti-air or have invulnerability. It has neither. It does low profile highs, though, and sometimes goes over lows, so if you have a read on something like a high swinging 5B, there's a chance it might beat it. Its small lower hurtbox and forward movement also allows it to option select some specific strings in the game--a feature of which might trick one to thinking its invincible. Instead, use this as combo enders for meter or in very specifically labbed punishes. |
214A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 25 | - | - | - | X | -5 | - | Ground | |
Gerelt/Clair's special move overhead. It's awkward animation + ability to be canceled into make it annoying to block, particularly since it also safe. |
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 | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 12 | - | - | - | - | - | - | Ground | |
One of the fastest supers in the game, with tons of horizontal range to boot, this super is capable of punishing many things other characters simply cannot deal with. However, it is held back by its frequent inconsistency in comboing with itself. |
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 on a standing opponent, 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, unless you managed to tag an anti-air Burst Mode. |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Gerelt/Claire stab then slam the opponent into the ground. The oki in this situation is far better than other characters get for their normal throw oki: Gerelt can jumping late K and beat most non-invincible insta-stand options, and if the opponent ground rolls instead of insta-standing, he's simply minus and cannot be punished. For hard reads against ground rolls, Gerelt can twirl-step (his other sidestep is too slow, see the FAQ about box step speeds if you don't know what this means) into 3A and catch both ground side roll directions, only losing to insta-stand mash, ground roll->immediate step, and forward roll. In general, jumping late K is such a strong "catch all" that it takes a -very- aware opponent to actually do the exact ground tech options to hard punish it, that it should be what you lean on the most until you have a better read of your opponent. Since sidestep is also very safe, there's no real harm in just stepping and seeing what your opponent does, then deciding later whether to step->3A after a throw. |