https://wiki.gbl.gg/api.php?action=feedcontributions&user=Two&feedformat=atomMizuumi Wiki - User contributions [en]2024-03-19T07:57:37ZUser contributionsMediaWiki 1.39.2https://wiki.gbl.gg/index.php?title=Wonderful_World/Lynia&diff=46281Wonderful World/Lynia2019-04-16T09:04:45Z<p>Two: /* Background */</p>
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<div>[[image:portraitLynia.JPEG|<br />
'''Name:'''&nbsp;&nbsp;&nbsp;Lynia Soul (リニア=ソール)<br />
<br\><br\><br />
'''Age:'''&nbsp;&nbsp;&nbsp;22&nbsp;&nbsp;&#8212;&nbsp;&nbsp;'''Occupation:'''&nbsp;&nbsp;&nbsp;Demon Hunter<br />
<br\><br\><br />
'''Height:'''&nbsp;&nbsp;&nbsp;160cm&nbsp;&nbsp;&#8212;&nbsp;&nbsp;'''Weight:'''&nbsp;&nbsp;&nbsp;51kg<br />
<br\><br\><br />
'''3 Sizes:'''&nbsp;&nbsp;&nbsp;B90 W59 H87<br />
<br\><br\><br />
'''Interests:'''&nbsp;&nbsp;&nbsp;Growing flowers <br />
<br\><br\><br />
'''Dislikes:'''&nbsp;&nbsp;&nbsp;Demon sword<br />
<br\><br\><br />
'''Values:'''&nbsp;&nbsp;&nbsp;Sword of Remembrance<br />
<br\><br\><br />
'''Weapon:'''&nbsp;&nbsp;&nbsp;Broken sword and water magic<br />
|frame|right]]<br />
<br />
= Profile =<br />
<br />
== Background ==<br />
<br />
== Game Play ==<br />
Lynia has a very strong okizeme game with her delayed projectiles, as well as strong rushdown and blockstrings once she is able to get in on the opponent. She has one of the best anti air normals in the game, which also happens to be airunblockable. These tools combined with her Original Action allow her to keep the opponent in the corner for a while, allowing for many opportunities to open her opponent up.<br />
<br />
== Character Specific Data ==<br />
Total Life - 660<br />
<br><br />
Combo Hits Before Damage Reduction -<br />
<br />
= Move List =<br />
<br />
{| style="width:600px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skills''' <br />
|-<br />
| Rush Splash / ラッシュスプラッシュ || Skill Breaks cost 25% with some specials when timed properly.<br />
|- style="background:#DDDDDD"<br />
| Hard Hit / ハードヒット || [[image:6.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Step-In / ステップイン || [[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Hammer Slap / ハンマースラップ || [[image:2.png]][[image:+.png]][[image:HS.png]] (air only)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-=<br />
| Blue Shooter / 撃ち抜く青 || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Cutting Off the Stream / 切り裂く水流 || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Ripple Palm / 波紋掌 || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Ice Lance / 水槍法陣 || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]] (also in air)<br />
|-<br />
| Crystal Sword / 結晶剣 || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| August Frost / 深霜 || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Rain of Lamentation / 慟哭の雨 || [[image:6.png]][[image:3.png]][[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| colspan=2 style="background:#B0B0B0" | '''Finishing Moves'''<br />
|-<br />
| Disorderly Ice Cutter / 乱れ氷絶 || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
'''Air Approach'''<br><br />
Watch out for anti-airs; j.S is an amazing jumpin, but Lynia has very short range. For air-to-air, generally you don't want to since all her air normals have short range as well. If need be, j.K has the best range and is fast, but also be careful since you're also sticking out a free limb to hit. j.P is a nice option for close-quarters but is hard to capitalize off of. j.236HS works well also with its downward hitbox, but also pushes you back and usually keeps you at neutral still unless you BRK it. In general, this is one of her weaker areas just because of her short range.<br />
<br />
'''Ground Approach'''<br><br />
When approaching from the ground, it's a good idea to go under the cover of 236P, especially when you BRK it. 63214K will keep people from jumping at you, and on some characters you can turtle under the cover of rain and Blue Shooter. In other cases, you can dash at the opponent and quickly do 214S to throw them off. Your general purpose anti-air will be well-timed 5HSs, but in some cases 2S can work. 6HS is occasionally good to throw out as a long-ranged poke as well; it has surprisingly large range and can throw people off, and on hit you can confirm into IAD ender. Against zoners (or anyone with a faster projectile than Lynia's) however, things change. You'll be finding yourself having a hard time getting in while they keep you out. Superjumps can be your friend in some cases, but be prepared to chickenblock a lot. 236K can be your friend at times as well, if you can manage to get it out, and for 236P to be remotely useful against them, you ''have'' to BRK it.<br />
<br />
'''Summary'''<br><br />
Lynia has some good tools to help her get in, but how she acts in neutral is really dependent upon who she is up against. Getting past a zoner's onslaught of projectiles can be annoying at times, but is not impossible. Learn your opponents patterns and work around them to your advantage.<br />
<br />
== Pressuring ==<br />
Lynia has very strong blockstrings, especially with meter under her belt. Her S moves, except 2S, are slightly +f on block, with Step-In (6S) being '''+11'''. 6P is safe under some sort of cover, either 214P's ripple or 236P, and if you use it without cover, hope that you don't get mashed. Learning how to freestyle off of 21P's ripple can also be vital thing to learn if you use it in her blockstrings a lot.<br />
<br />
'''Ways to Reset/Continue Pressure:'''<br />
*'''IAD j.S/HS''' - It's not always a terrible idea to go into an IAD off of one of Lynia's S moves. Just don't get cocky; be wary of Moment Attacks, Fatal Switches (cancel into j.P if this happens), (quick) anti-airs, and reversals. j.HS also leaves you with some frame advantage as well, making it a viable option or normal to cancel into too.<br />
*'''6S and 6HS''' - At the right distance, 6S is a very strong option in blockstrings; it has good range, can catch jumpouts and lead to a punish if it's chickenblocked, but can be mashed out if you're too close. And since it's '''+11''' on block, it's usually pretty safe to dash back in with it. 6HS is even on block on grounded opponents, which isn't entirely bad, making it a relatively safe overhead provided it hits. Just watch out if it's airblocked as it will be -5 in that case, leaving you at a possible slight disadvantage.<br />
*'''236P BRK''' - Got meter to spend? 236P alone is rather unsafe and you can be mashed out of it. BRKing it however, should be relatively safe; you can block right away, or dash in to catch chickenblocks, jumpouts, or run another mixup if they stay put.<br />
*'''214P BRK''' - Since Ripple Palm can be Rush Splashed and its ripple allows you to go into various combos, it itself is another strong tool in Lynia's pressure game, allowing you to BRK it and dash back in and run your pressure once more combined with 5HS which has negative pushback, this can keep the opponent blocking for a while. Probably her strongest option in terms of blockstrings. Unfortunately, the Rushable window is near the end of its BRK window, meaning you can get mashed out if you try to dash in after it. Generally, it's better to BRK it normally, but after building enough respect and learning how to punish mashing after Rushing it, 214P can become a very scary tool.<br />
*'''236K BRK''' - This one is pretty gimmicky, and probably loses to low moves being mashed, but may not be a bad idea to try and dash/IAD back in with every now and then! When BRK'd, 236K's shield stays active for the duration it's supposed to, offering a bit of protection as you reset your pressure.<br />
<br />
'''Mixups:'''<br />
*'''6P/delayed 2P > (delay) 2P/2K/6P''' - Doing 6P again after 6P is risky, but slightly delaying a low can also throw people off and even catch mashing since it is +7 on block. You can also make people think you're going for 6P by standing and delaying a bit before doing 2P.<br />
*'''6S > [dash 2P/2K/6P]/2HS/6HS''' - 6S is a slow move, having similar startup to 6P and 6HS. Because of this, people might think you just did an overhead and on reaction block high. When this happens, you can dash in for 6P (risky) or do 6HS, or dash/chain into a low, such as 2K or 2HS. Mixup accordingly, using 6S's +frames to your advantage. If it's chickenblocked, 2S 5HS is your best friend.<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere:''' xx (> 5S > 5K etc) > 214S / 236HS <br><br />
•Doing the 5S > 5K link is pretty easy but not necessary. If you do it, be wary of your distance during the ground chain. Usually you may want to end the ground chain with 2HS. If the opponent is in the corner, use 236HS for more time to setup Blue Shooter or go for crossup j.HS, and if you're in the corner, use 214S for another Blue Shooter setup; since you're in the corner, you won't get as much pushback from the move and the opponent will be close enough that they will be forced to block it.<br />
<br />
'''Meterless, Near Corner:''' xx > 236HS > (dash / 5P) 5HS > j9.S HS > dj9.S(1) HS 2HS <br><br />
•Only works about 2-4 character widths away from the corner. Dashing in or confirming with 5P may be unnecessary at some distances or on some characters, and which one you do will also depend on distance, though you should never have to do both.<br />
<br />
'''50% Meter, Anywhere:''' xx > 236HS BRK > 6HS > Ender <br><br />
•6HS might whiff on some characters at some parts on the stage. Using the IAD ender won't net any meter back because of the cooldown gauge but has great carry, almost always putting the opponent in the corner.<br />
<br />
'''50% Meter, Midscreen:''' xx > 214P BRK > dash xx > 214S (ripple hits) > 6HS > Ender <br><br />
•Simple BnB using Ripple Palm, runs down the cooldown gauge a bit more than the above combo. May not work on/have to be edited for other characters.<br />
<br />
'''50% Meter, Anywhere:''' xx > 236HS BRK > 5HS delay > 214S > dash 5K 5HS > j9.S (slight delay) HS land > 5HS > j9.S > dj9.S HS 2HS<br><br />
•Alternate midscreen meter combo, does a bit more damage than the above one, but doesn't have as much carry. If you decide to do this in the corner for whatever reason, skip the delay after 5HS. A bit harder to pull off on smaller characters since it will require them to be low to the ground with 5K 5HS hits; if you think you'll drop the combo, you can just do a regular aircombo. Smaller characters can tech near the ground after this aircombo; tech punish on reaction via (dash) 2S or omit the second j.HS and go straight into knockdown. Doesn't work on Corona.<br />
<br />
'''50% Meter, Anywhere:''' xx > 214S BRK > [dash 5K 5HS > 214S] x2 > dash 5K 5HS > j9.S HS > dj9.S(1) HS 2HS <br><br />
•Optimal midscreen BnB, does decent damage with a little bit of meter gain at the end. A little hard to pull off; you want 5K to hit them before they hit the ground, but not too high up. Additional, there should be slight delays in between every hit within the brackets.<br />
<br />
'''50% Meter, Corner:''' xx > 236HS BRK > (236P >) 6HS > 214P > 5S 5HS > TKj.236HS > 6HS (ripple hits) > Ender <br><br />
•On Aiwhen, use 5K instead of 5S after 214P. Otherwise the ripple will tend to miss. (Might also have to use 5K for some other characters as well, generally ones with smaller hitboxes, or have to insert a slight delay before 214P.) Using the IAD ender nets back about 25% of your Skill Gauge back for slightly less damage.<br />
<br />
'''50% Meter, Corner:''' xx > 236HS BRK > (236P >) 6HS > 214P > 5S 6S > 214S(1) > dash 6HS (ripple hits) > Ender <br><br />
•Results are about the same as the above combo, may be easier or harder to do. On some characters, like Corona, you have to dash a specific distance, while other larger characters like Ryuza are a bit less strict about how far you dash. A little harder to do on Aiwhen, Lunathia, and Sasari; to get it to work, insert a slight delay before 214P. In most cases, 214HS will pull them slightly out of the corner, allowing you to go for crossup j.HS oki. If you see 214S hit more than once, drop the combo and immediately dash and jump up to confirm into some suitable aircombo (note that doing j.S HS > dj.S HS 2HS alows them to tech close to the ground, if this happens, punish with 2S).<br />
<br />
'''50% Meter, Corner:''' xx > 236HS BRK > (236P >) 6HS > [214P > 5K 5HS > j9.HS delay j.2HS > land 6HS (ripple hits)]x2 > Ender <br><br />
•Lynia's corner loop. Pretty good damage off one BRK, and builds back about 25% meter (IAD ender builds back 50%!). You have to time the j2HS such that you knock the opponent back into the ripple. It helps to compare your height with theirs and knock them down as you fall. It may also help to use 5P instead of 5K after 214P. If you do it too early, you get knockdown, and if you do it too late, the ripple will bounce them too high and your 6HS will whiff. Harder to do on some characters than others but does take a fair amount of execution.<br />
<br />
'''50% Meter, In Corner:''' xx > 236HS BRK > 5HS delay > [214S > 5HS] x N > 214S (> 5S 214S)<br><br />
•Water frisbee loop, requires ''you'' to be in the corner, not the opponent. Doesn't work on Corona. So why even try it? This gives Lynia a meter damage BnB option off of her crossup j.HS. However, it is a little hard to pull off, and risky to do as well; if you drop it at certain points, you're still stuck in the corner and might be put into disadvantage. To get it working, you want every 214S to hit the full 4 times. The trick to starting it is delaying the first 214S after 5HS; if you don't get the 4 hits (easy to tell by listening to the sound of the whirlpool hitting), you may opt to drop the combo into some other combo you can confirm into. Furthermore, every 5HS afterward has to be done as soon as 214S recovers; you can also time this by waiting until the whirlpool disappears. You can do more reps on smaller characters, and doing the final 5S 214S allows the opponent to tech, making a punish possible. Otherwise, if you want oki, drop the last rep (possibly not counting the 214S in parenthesis) and go into 236P.<br />
<br />
'''25~50% Meter, In Corner:''' xx > 214S BRK > 5S 5HS > [214S > 5HS] x N > 214S (> 5S 214S)<br><br />
•Different starter of water frisbee loop, should work on everyone, and does less damage.<br />
<br />
<br />
'''''BnB Enders'''''<br><br />
Most of Lynia's BnBs (if not all of them) pretty much end with a 6HS into one of the following two enders. Provided that the cooldown gauge ends somewhere in the middle of the BnB, you will get the noted results.<br />
<br />
:'''More Meter Gain, Less Damage:''' ... > IAD j.S land > 5HS > j9.S HS > dj9.S(1) j.HS 2HS <br><br />
:'''Less Meter Gain, More Damage:''' ... > 214HS<br />
<br />
== Confirms ==<br />
'''Meterless, Anywhere:''' 6HS > IAD j.S land > 5HS > j9.S HS > dj9.S(1) HS 2HS <br><br />
•A bit harder to land when 6HS hits opponents who aren't airborne.<br />
<br />
'''Meterless, Anywhere:''' 6HS > 6S 5HS > j9.S HS > dj9.S(1) HS 2HS <br><br />
•Simpler confirm that only works if the opponent is close enough for 5HS to hit. Less damage and meter gain than the above as well.<br />
<br />
'''Meterless, Corner:''' (Any move chicken blocked low to the ground) > 2S 5HS > Aircombo <br><br />
•Use this to beat Chicken Blockers who like to chicken block your high/low game or jumpins.<br />
<br />
'''Meterless, Corner:''' j.S > j.236HS land > dash 5K > 214P > 5K 5HS > BnB Filler <br><br />
•Meterless confirm into any of Lynia's BnBs, including the corner loop, this only works if the opponent is strictly in the corner in order for j.236HS to wallbounce.<br />
<br />
'''+25~50% Meter, Anywhere:''' ... > dj9.S(1) HS 2HS land > 236P BRK > OTG 2P (236P hits) > 214HS <br><br />
•OTG confirm into 214HS after an aircombo for extra damage. Needs to be done pretty fast, and is easier when j.2HS hits the opponent while he's a bit above you.<br />
<br />
'''25~50% Meter, Corner:''' Throw > 236P BRK > OTG 2P (236P hits) > 214HS <br><br />
•Same confirm as above, except done off of regular throw into corner.<br />
<br />
'''+50% Meter, Anywhere''' ... > 214HS BRK > 6S / Dash 2P > ... <br><br />
•214HS BRK combo extender. With this you can either confirm into Lynia's Finish Skill if you've got the meter, or extend your combo.<br />
<br />
== OTGs ==<br />
Lynia's OTGs are pretty lenient in the sense that how much oki you want off of them is dependant upon how many hits you put into it. They're usually used to setup further oki and pressure, but some are riskier than others. Midscreen, OTGs obviously aren't as effective, but she still has some options as well. And because of Lynia's Special Skill, you won't always be OTGing for meter gain, as she can get some decent punishes or make some of her OTGs safe just by BRKing them and still getting pressure off of it.<br />
<br />
Generally you start your OTGs with either 2P or 2K, and go for 2-4 hits into some special. Depending on the number of hits you put in (affecting the opponent's height when they tech if at all), some specials are more effective than others.<br />
<br />
*Dash > 2P/2K > xx > IAD j.S<br />
*Dash > 2P/2K > xx > 236P<br />
*Dash > 2P/2K > xx > 63214K<br />
*Dash > 2P/2K > xx > 214P<br />
*Dash > 2P/2K > xx > 214S<br />
<br />
The first OTG is the only one you'd (usually) want to do midscreen to chase the opponent for continuing pressure (which doesn't always work but can lead to free damage!), the others usually only in the corner. 236P can be used to provoke teching high into the air or getting a free Blue Shooter setup, but is defeated by quick techs along with a long ranged normal. 63214K stops all techs except for Quick and Down techs, allowing you to punish those who chicken block it, but be wary of getting punished for it as well. Use 214P to setup Ripple Palm for your blockstrings, and 214S you only use in situations where you think it would kill since it resets both players to neutral, but does the best damage.<br />
<br />
== Post OTG Game ==<br />
<br />
'''OTG > IAD j.S > [(2S) 5HS]/[xx > BnB]'''<br><br />
•Lynia's midscreen OTG, it can work in the corner too. Can punish most techs; if j.S hits, when you land go straight into 5HS into aircombo. If it's blocked, you should be low enough to the ground to punish with 2S. If the opponent down or quick techs, usually you'll have advantage and force them to block the rest of your pressure (given that they don't get hit by j.S and block it), though be careful since in some cases it can be punished.<br />
<br />
'''OTG > 236P > 63214K/Continue pressure'''<br><br />
•Used to get a free mixup, not usually optimal but can work. Can be punished by quick and down techs with some characters with long enough S and HS moves, rendering Blue Shooter useless. Once they start trying to punish, bait it by BRKing 236P and backdashing or blocking, and then dashing back in. If 236P somehow gets chickenblocked, punish accordingly with 2S or 5HS depending on height. If blocked, be wary of Moment Attacks when dashing back in.<br />
<br />
'''OTG > 63214K > 236P/dash 5HS'''<br><br />
•Used to punish people who habitually tech over your OTG > 236P. Regardless of them blocking the rain or getting hit by it after teching, you should be able to punish with 5HS. If they're too high up however, they can repeatedly forward tech out of the rain and your pressure. Be wary of people who down or quick tech, and for those who don't tech it, you get a free Blue Shooter.<br />
<br />
'''OTG > 214P > dash 5HS > xx'''<br><br />
•Ripple Palm setup with free tech punish, this is optimal with only 2-3 hits in your OTG. The dash 5HS punishes all techs, and if they don't tech, you can use the resulting ripple in your pressure. If 5HS hits them grounded, you can get a simple knockdown with 214S or you can try to go into a combo.<br />
<br />
'''OTG > 214S > 236P/(dash) 63214K'''<br><br />
•In the event your 214S doesn't kill, you can try to limit the opponent's movement with Rain of Lamentation and Blue Shooter to try and keep on your pressure. The dash is optional; 214S puts you away from the opponent, so if you feel like taking chances, you can try to move closer to further restrict their space.<br />
<br />
== Okizeme ==<br />
'''236P'''<br><br />
Blue Shooter is very useful and strong on oki, allowing Lynia to run high/low mixups safely, and covers up her mixup as well. When you dash in, first be wary of a couple things; the opponent's counter gauge (you're watching out for Moment Attacks here, simply block if you feel one coming), and their reversal (if they have one or have the meter to use it). From there, you can go for an immediate low, 6P, or stand still for a moment and then do a delayed low, or you can mix it in with IAD j.S oki. If Blue Shooter is chickenblocked, punish with 2S 5HS. Do note that if the opponent is far out enough, they will be able to (super)jump out of it; to beat this, considering BRKing 236P and dashing in to catch their jump with 2S or 5HS.<br />
<br />
'''IAD j.S'''<br><br />
Because j.S hits three times, it can be tricky to block. On oki, depending on how deep you do your j.S can alter the number of times it hits; do it low or late enough and j.S will hit once or twice, allowing you to go for a low immediately after. If you do it shallow enough, you can have it hit three times and cancel into j.P for a sneaky, quick fourth overhead. Under the cover of 236P, this is also strong, since your height will be slightly covered, as well as the orbs from 236P will be hitting the opponent as well, making the number of times j.S has actually hit relatively ambiguous.<br />
<br />
'''Crossup/Uncrossup j.HS'''<br><br />
In the corner, crossing up with j.HS becomes an option. You can setup into this by doing xx > 236HS or using the whirlpool juggle combo. To crossup, just dash and then IAD over. To uncrossup, delay for a bit and then do your dash. Performing this off of 214HS is a bit harder to do, since you have to dash as soon as you leave recovery, or else it won't work. Your IAD height also affects whether or not you crossover.<br />
<br />
'''214P'''<br><br />
Ripple Palm is an interesting tool because you get some unique setups off off it. On wakeup, assuming the opponent did not tech your OTG, you can use the resulting ripple in your blockstrings as a frame trap or to make your overhead safe, or even to setup a meterless combo. It also allows her to combo off of her throw when timed properly. Finally, it sets up her Fuzzy Guard. To do it, delay a bit (whiffing 5P helps with this) then j.9 at the opponent, hitting them with j.HS. It looks something like this: j.HS(blocked) land > j.8S (instantly) ripple hits > combo.<br />
<br />
= Match-ups =<br />
<br />
'''[[Wonderful World/Ryuza | Ryuza]]:'''<br />
:<please indent descriptions><br />
<br />
'''[[Wonderful World/Duna | Duna]]:'''<br />
<br />
'''[[Wonderful World/Lemius | Lemius]]:'''<br />
<br />
'''[[Wonderful World/Aiwhen | Aiwhen]]:'''<br />
:This is probably the most annoying matchup for Lynia; your range is on par with hers, and almost everything she can do she can do faster than you. DPs can ruin Blue Shooter oki if you're not careful (to bait, block until you confirm blocking), and anti-airing her is VERY risky; she can teleport to avoid your anti-airs, and her j.S beats your 2S as well. Generally, don't do it. Hope isn't lost; patience and active frames are very helpful. Throwing out a j.K early on reaction to aerial Aiwhen approaches can be in your favor as well as a good read in general (depending on the situation, j.S can work too). AVOID using 6HS; it'll get avoided with a teleport and you'll be punished for it. Well timed 236K's can be in your favor too (usually during Aiwhen's 236P/K mixups, works as an OS!), but always be wary when using it since it won't protect you from lows at all (though you can always BRK it to make it safe, which is a good idea most of the time). Once you manage to catch her, keep your pressure and mixups up well, riding your momentum; Aiwhen has no health and can be killed off with your super by the time you have for it if you decide to opt for that route. Avoid leaving too big of a gap in your strings, or else she can just teleport or DP out of your pressure; in blockstrings in the corner, she can forward teleport out of cl.5S 6S but not f.5S 6S, and other teleport options are unsafe. Using Ripple Palm in blockstrings is a good idea if you can manage ripples well.<br />
<br />
'''[[Wonderful World/Corona | Corona]]:'''<br />
<br />
'''[[Wonderful World/Sasari | Sasari]]:'''<br />
<br />
'''[[Wonderful World/Lunathia | Lunathia]]:'''<br />
<br />
'''[[Wonderful World/Orphe | Orphe]]:'''<br />
<br />
'''[[Wonderful World/Cielo | Cielo]]:''' <br />
:Be very careful when running your okizeme; if it's not set up early enough, be ready to eat a command grab if you're up close. In neutral, 2S is your primary anti-air in this matchup; Cielo's j.HS stuffs your 5HS for a trade not in your favor, but your 2S will beat it out most of the time along with her j.S most of the time. Don't be afraid to go for another 2S if Cielo tries to jump again to avoid the first one. You can also zone her out using 236P and 63214K and Cielo won't be able to do much about it other than build meter; stop her the first chance you get. Just watch out for her fullscreen super when doing so, or if she starts to walk in on your rain; if you catch her blocking 236P, that's your chance to get back in.<br />
<br />
'''[[Wonderful World/Alicephia | Alicephia]]:'''<br />
<br />
'''[[Wonderful World/Sabe | Sabe]]:'''<br />
<br />
'''[[Wonderful World/Neva | Neva]]:'''<br />
<br />
'''[[Wonderful World/Lynia | Lynia]]:'''<br />
<br />
'''[[Wonderful World/Friede | Friede]]:'''<br />
<br />
= Move Details =<br />
<br />
== Special Skills ==<br />
'''Rush Splash:''' With good timing, skill breaking most of Lynia's special moves will cost half of the usual cost of a BRK. This is indicated with a blue ripple and a splash sound effect, rather than the usual BRK effect. The cooldown meter still appears for the same amount of time. Specials that can be Rush Splashed will be noted with the [ Rushable ] property.<br />
<br />
== Specials ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_236P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Blue Shooter - 236P'''</font> [ Mid, BRK, Rushable ]<br />
|-valign="top"<br />
| Shoots 4 orb like projectiles that travel on the bottom half of the screen. Dissipates if Lynia is hit.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_214S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Cutting Off the Stream - 214S'''</font> [ Mid, BRK, Rushable ]<br />
|-valign="top"<br />
| a.k.a. whirlpool a.k.a. water frisbee. Lynia throws out a disk made of water and pushes herself back as well. The disk can hit up to 4 times and travels a short distance. Causes knockdown if the opponent is low enough to the ground (won't knockdown on OTG). It's slightly plus on block, even if you are in the corner, making this useful for blockstrings if your corner crossups get blocked. Can also play a part in her neutral game in some cases.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_214P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Ripple Palm - 214P'''</font> [ Mid, BRK, Rushable (block only)]<br />
|-valign="top"<br />
| Lynia strikes forward with her palm; if it connects it creates a small water trap which detonates a short time later. This move is mostly used for setting up moves with long delays. Dissipates if Lynia is hit.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
| [[image:Lynia_236HS_1.PNG|left]] || [[image:Lynia_236HS_2.PNG|left]]<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Ice Lance - (j.)236HS'''</font> [ Mid (air hits High), BRK, Rushable (air only) ]<br />
|-valign="top"<br />
| Summons a water lance which stabs slightly upwards (downwards if using the air version). It knocks the opponent back and causes wallslam if they hit the corner. Air version can cause knockdown. Only the air version can be Rush Splashed.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_214HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Crystal Sword - 214HS'''</font> [ Mid, BRK (hit only) ]<br />
|-valign="top"<br />
| After a short delay caused by embuning her rune blade with magical power, she slashes horizontally at the air. If it connects, it freezes the opponent before shattering. One of Lynia's most powerful specials, used mostly as a combo ender. Builds back decent meter when not in cooldown.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_236K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''August Frost - 236K'''</font> [ Mid, BRK, Rushable ]<br />
|-valign="top"<br />
| Creating an ice shield that blocks both melee and projectiles, it counters by sending out a wave of floating water orbs if the shield is hit. Best to use this on reaction to attacks.<br><br> Known bug on this move: cannot input it as [4]236K. What this means is that is you cannot go into it after stand blocking. However, it will still come out if you input it as [1]236K (meaning you can do it after crouch blocking).<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
| [[image:Lynia_63214K_1.PNG|left]] || [[image:Lynia_63214K_2.PNG|left]]<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rain of Lamentation - 63214K'''</font> [ Mid, BRK, Rushable ]<br />
|-valign="top"<br />
| Lynia summons rain which prevents the opponent from being in the air. The rain is blockable and on hit, puts the opponent into an airtechable state. Very useful for setting up guard crushes and zoning. The rain won't hit the opponent if they are in hitstun or an airtechable state.<br />
<br />
|}<br />
<br />
== Finishing Moves ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_2146HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Disorderly Ice Cutter - 2146HS'''</font> [ Mid ]<br />
|-valign="top"<br />
| Slashes at the opponent once. Has good horizontal range, can be comboed into. On hit, goes into a series of attacks. Has invincibility on startup so it works as a reversal, but don't be predictable with it like with any reversal.<br />
<br />
|}<br />
<br />
== Command Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_6HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font> [ High, Jump on hit only ] 6HS > 6S (on hit only), 214HS (on hit only)<br />
|-valign="top"<br />
| Just Break, typical universal overhead. Really good range, even on block on grounded opponents, though get ready to block if it gets blocked in the air. Groundbounces on hit and is a staple in her combos.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_6P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Hard Hit - 6P'''</font> [ High ] 6P > 5P, 2P, 5K, 2K, cl.5S, f.5S, 2S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| A short ranged spin attack, on hit you can confirm into BnB. Useful midblockstring or under the cover of 236P.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_6S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Step-In - 6S'''</font> [ Mid, JC ] 6S > 5P, 2P, 5K, 2K, cl.5S, f.5S, 2S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| A decent ranged move, she takes a step forward before attacking. Useful in blockstrings to catch Chickenblockers; when this happens confirm into 2S > whatever you like. Great for resetting pressure.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
| [[image:Lynia_j.2HS_1.PNG|left]] || [[image:Lynia_j.2HS_2.PNG|left]]<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Hammer Slap - j.2HS'''</font> [ High ] j.2HS > N/A<br />
|-valign="top"<br />
| Gives hard knockdown on hit against aerial opponents. Very useful for ending combos. It also can hit crossup pretty well, but it has very little hitstun on grounded opponents, making it hard to follow-up without it being counter hit.<br />
<br />
|}<br />
<br />
== Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_5P.png|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font> [ Mid ] 5P > 5K, cl.5S, f.5S, 2S, 6S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| Typical 5P. Whiffs most if not all crouchers.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_2P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font> [ Low ] 2P > 5K, cl.5S, f.5S, 2S, 6S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| Lynia crouches for a low poke. You'll be using this a lot for pressure and mixups.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_5K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font> [ Mid ] 5K > cl.5S, f.5S, 2S, 6S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| Lynia extends her leg for a kick. May work as a quick mid-range poke.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_2K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font> [ Low ] 2K > cl.5S, f.5S, 2S, 6S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
|-valign="top"<br />
| Lynia slides out her leg for a low kick. Cannot be chained into, but is a decent poke.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_cl.5S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''cl.5S'''</font> [ Mid, Jump ] cl.5S > f.5S, 2S, 6S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| Lynia twists for a backslash. Nothing special, used as combo filler.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_f.5S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''f.5S'''</font> [ Mid, Jump ] f.5S > 6S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| Lynia reaches out for a side slash. Similar range to 5K. Mostly combo filler as well.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_2S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font> [ Mid, Air Unblockable ] 2S > 6S, 5HS, 2HS, 6HS<br />
|-valign="top"<br />
| Lynia crouches and turns her back to slash at the air. Pretty good anti-air, as Lynia's hitbox shrinks (and the move even hits behind her a little). Used mostly for punishing chicken blocking.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
| [[image:Lynia_5HS_1.PNG|left]] || [[image:Lynia_5HS_2.PNG|left]]<br />
|} <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5HS'''</font> [ Mid, Air Unblockable, Jump ] 5HS > 6HS<br />
|-valign="top"<br />
| Lynia swings her sword over her head in the air. An amazing anti-air, has great vertical reach, and is air unblockable. Will lose to some air normals though, due to having its own hitbox with it. Also hits behind her, just make sure to cancel it into something, as it's bad on block and hit.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_2HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2HS'''</font> [ Low ] 2HS > 6HS<br />
|-valign="top"<br />
| Lynia slashes at the ground in front of her. Has just a bit more range than her 2K and also hits low. Can mix this up with an overhead after 6S is blocked. Outside of this, it's used mostly when 5HS will whiff in a ground chain.<br />
<br />
|}<br />
<br />
== Air Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_j.P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.P'''</font> [ High ] j.P > j.K, j.S, j.HS, j.2HS<br />
|-valign="top"<br />
| A forward poke with her hand. Short range. Not super amazing, but has it's uses, such as being able to whiff it on a jump in to go for a throw.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_j.K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.K'''</font> [ High, Jump ] j.K > j.S, j.HS, j.2HS<br />
|-valign="top"<br />
| Lynia extends her leg for a kick. Your main air-to-air poke as it has decent range, great active frames, and comes out relatively fast. <br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_j.S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.S'''</font> [ High, Jump ] j.S > j.K, j.HS, j.2HS<br />
|-valign="top"<br />
| Lynia twirls her sword below her with her hand for 3 hits. This is primarily your jumpin (and is an amazing one too) but can also be used for when the opponent is below you in general. However, it can be beat by several anti-airs too, so be cautious when using it without cover. What makes this so good is a jump in is that you can alter the number of hits it does by changing how deep your jump in is.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Lynia_j.HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.HS'''</font> [ High, Jump ] j.HS > j.2HS<br />
|-valign="top"<br />
| Lynia slashes horizontally with her sword. Is an okay air-to-air, having slightly less range than j.K, but lacks active frames and is slower than j.K with more recovery. To make up for it, it hits crossup pretty well, making that its primary use, and does a much better job at it than j.2HS!<br />
<br />
|}<br />
<br />
= Frame Data =<br />
<br />
== Normals ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| 5P || 6 || 5 || 18 || 29 || 1 || 2 || 2<br />
|- style="background:#DDDDDD"<br />
| 5K || 7 || 5 || 25 || 37 ||1 || -5 || -5<br />
|-<br />
| cl.5S || 8 || 5 || 18 || 31 || 1 || 2 || 2<br />
|- style="background:#DDDDDD"<br />
| f.5S || 10 || 5 || 27 || 42 || 2 || 3 || -2<br />
|-<br />
| 5HS || 14 || 6 || 42 || 62 || 2 || -13 || n/a<br />
|- style="background:#DDDDDD"<br />
| 2P || 7 || 5 || 22 || 34 || 1 || -2 || -2<br />
|-<br />
| 2K || 8 || 5 || 27 || 40 || 1 || -7 || -7<br />
|- style="background:#DDDDDD"<br />
| 2S || 11 || 5 || 36 || 52 || 2 || -6 || n/a<br />
|-<br />
| 2HS || 14 || 5 || 33 || 52 || 2 || -3 || -8 <br />
|- style="background:#DDDDDD"<br />
| j.P || 6 || 5 || 25 || 36 || 1 || -5 || -5<br />
|-<br />
| j.K || 8 || 15 || 13 || 36 || 1 || -3 || -3<br />
|- style="background:#DDDDDD"<br />
| j.S || 14 || 15 || 37 || 66 || 1 || -17 || -17<br />
|-<br />
| j.HS || 13 || 5 || 23 || 41 || 2 || 7 || 2<br />
|- style="background:#DDDDDD"<br />
| Just Break (6HS) || 35 || 4 || 36 || 75 || 3 || 0 || -5<br />
|-<br />
| Hard Hit (6P) || 37 || 5 || 30 || 72 || 1 || 7 (*1) || 7 (*1)<br />
|- style="background:#DDDDDD"<br />
| Step-In (6S) || 32 || 6 || 24 || 62 || 3 || 11 (*1) || 6 (*1)<br />
|- <br />
| Hammer Slap (j.2HS) || 17 || 5 || 38 || 0 || 3 || 0 (*1) || -5 (*1)<br />
|}<br />
<br />
== Specials ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| Blue Shooter (236P) || 51 || n/a || 23 || 74 || 1 || n/a || n/a<br />
|- style="background:#DDDDDD"<br />
| Cutting off the Stream (214S) || 16 || n/a || 65 || 81 || 1 || 3 || 3<br />
|-<br />
| Ripple Palm (214P) || 12 || 10 || 30 || 52 || 1 || -11 || -11<br />
|- style="background:#DDDDDD"<br />
| Ice Lance (236HS) || 21 || 16 || 63 || 100 || 2 || -33 || -38<br />
|-<br />
| Air Ice Lance (j.236HS) || 21 || 16 || 44 || 81 || 2 || -24 || -19<br />
|- style="background:#DDDDDD"<br />
| Crystal Sword (214HS) || 35 || 5 || 36 || 76 || 2 || -6 || -11<br />
|-<br />
| Rain of Lamentation (63214K) || 54 || n/a || 15 || 69 || n/a || n/a || n/a<br />
|- style="background:#DDDDDD"<br />
| August Frost (236K) || 5 || 53 || 25 || 83 || n/a || n/a || n/a<br />
|}<br />
<br />
== Finishing Skills ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| Disorderly Ice Cutter (2146HS) || 79 || 5 || 51 || 135 || 2 || -21 || -26<br />
|}<br />
<br />
== Rush Splash ==<br />
<br />
This data was obtained by creating modified replay files to test the exact timing.<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Rush Splash timing !! Notes<br />
|-<br />
| Blue Shooter (236P) || 29-35<br />
|- style="background: #DDDDDD"<br />
| Cutting Off the Stream (214S) || 53-64 ||<br />
|-<br />
| Ripple Palm (214P) || 32-44 || At the end of the BRK window. Only works if the move is guarded.<br />
|- style="background: #DDDDDD"<br />
| Ice Lance (236H) || n/a || Can not be Rush Splashed<br />
|-<br />
| Air Ice Lance (j236H) || 34-40 || At the end of the BRK window<br />
|- style="background: #DDDDDD"<br />
| Crystal Sword (214H) || n/a || Can not be Rush Splashed<br />
|-<br />
| Rain of Lamentation (63214K) || 31-35<br />
|- style="background: #DDDDDD"<br />
| August Frost (236K) || 14-20 || The shield still appears for the full duration<br />
|}<br />
<br />
== Notes ==<br />
*<nowiki>*</nowiki>1: Decreased recovery on hit<br />
<br />
<br />
<br />
<br />
{{WW}}</div>Twohttps://wiki.gbl.gg/index.php?title=Template:AttackDataHeader-WW&diff=46280Template:AttackDataHeader-WW2019-04-15T20:41:31Z<p>Two: Undo revision 46277 by Jotamide (talk)</p>
<hr />
<div>{{#if:{{{version|}}}|! Version }}<br />
! height="25px" |Damage<br />
! Startup<br />
! Active<br />
! Recovery<br />
! Attack Level<br />
! Grounded Frame Advantage<br />
! Aerial Frame Advantage<br />
<noinclude><br />
==Usage==<br />
Determines the columns to be used for Wonderful World move lists.<br />
[[Category:Wonderful World]]<br />
</noinclude></div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46279Wonderful World/Ryuza2019-04-15T20:39:01Z<p>Two: /* Normal Moves */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Special Skills==<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will put your meter gain on cooldown.<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=5<br />
|recovery=25<br />
|level=1<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=10<br />
|recovery=20<br />
|level=1<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=f.5S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=3<br />
|recovery=47<br />
|level=2<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=3<br />
|recovery=50<br />
|level=2<br />
|GFA=-15<br />
|AFA=-25<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=7<br />
|active=5<br />
|recovery=18<br />
|level=1<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=5<br />
|recovery=20<br />
|level=1<br />
|GFA=0<br />
|AFA=0<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=5<br />
|recovery=25<br />
|level=2<br />
|GFA=+3<br />
|AFA=-7<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=3<br />
|recovery=36<br />
|level=2<br />
|GFA=-6<br />
|AFA=-14<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=5<br />
|recovery=20<br />
|level=1<br />
|GFA=0<br />
|AFA=0<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=5<br />
|recovery=28<br />
|level=1<br />
|GFA=-8<br />
|AFA=-8<br />
|description=Fast air kick with good reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=3<br />
|recovery=44<br />
|level=2<br />
|GFA=-14<br />
|AFA=-24<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=3<br />
|recovery=46<br />
|level=2<br />
|GFA=-16<br />
|AFA=-26<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-9<br />
|AFA=-9<br />
|description=Standard universal overhead, decent startup.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-28 Point blank<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=44<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-14 - +31<br />
|AFA=Varies<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+37<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=-71<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-82<br />
|AFA=Air Unblockable<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-26<br />
|AFA=Air Unblockable<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=42<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-8<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Launches on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=47<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-3<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=38<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+6<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version. It's also very safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-10<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-18<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=15(?)<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46278Wonderful World/Ryuza2019-04-15T20:35:49Z<p>Two: /* Normal Moves */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Special Skills==<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will put your meter gain on cooldown.<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|Damage=<br />
|Startup=8<br />
|Active=5<br />
|Recovery=25<br />
|Level=1<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|Damage=<br />
|Startup=12<br />
|Active=10<br />
|Recovery=20<br />
|Level=1<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=f.5S<br />
|data=<br />
{{AttackData-WW<br />
|Damage=<br />
|Startup=17<br />
|Active=3<br />
|Recovery=47<br />
|Level=2<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=3<br />
|recovery=50<br />
|level=2<br />
|GFA=-15<br />
|AFA=-25<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=7<br />
|active=5<br />
|recovery=18<br />
|level=1<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=5<br />
|recovery=20<br />
|level=1<br />
|GFA=0<br />
|AFA=0<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=5<br />
|recovery=25<br />
|level=2<br />
|GFA=+3<br />
|AFA=-7<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=3<br />
|recovery=36<br />
|level=2<br />
|GFA=-6<br />
|AFA=-14<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=5<br />
|recovery=20<br />
|level=1<br />
|GFA=0<br />
|AFA=0<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=5<br />
|recovery=28<br />
|level=1<br />
|GFA=-8<br />
|AFA=-8<br />
|description=Fast air kick with good reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=3<br />
|recovery=44<br />
|level=2<br />
|GFA=-14<br />
|AFA=-24<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=3<br />
|recovery=46<br />
|level=2<br />
|GFA=-16<br />
|AFA=-26<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-9<br />
|AFA=-9<br />
|description=Standard universal overhead, decent startup.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-28 Point blank<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=44<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-14 - +31<br />
|AFA=Varies<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+37<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=-71<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-82<br />
|AFA=Air Unblockable<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-26<br />
|AFA=Air Unblockable<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=42<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-8<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Launches on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=47<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-3<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=38<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+6<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version. It's also very safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-10<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-18<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=15(?)<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46276Wonderful World/Ryuza2019-04-15T20:26:36Z<p>Two: /* Special Skills */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Special Skills==<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will put your meter gain on cooldown.<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=18<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-15<br />
|AFA=<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=7<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=0<br />
|AFA=<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+3<br />
|AFA=<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-6<br />
|AFA=<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-10<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-8<br />
|description=Fast kick with some reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-14<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=-23<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-9<br />
|AFA=-9<br />
|description=Standard universal overhead, decent startup.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-28 Point blank<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=44<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-14 - +31<br />
|AFA=Varies<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+37<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=-71<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-82<br />
|AFA=Air Unblockable<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-26<br />
|AFA=Air Unblockable<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=42<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-8<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Launches on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=47<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-3<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=38<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+6<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version. It's also very safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-10<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-18<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=15(?)<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46274Wonderful World/Ryuza2019-04-15T19:27:14Z<p>Two: /* Lower Rook Heaven */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Special Skills===<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will but your meter gain on cooldown.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=18<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-15<br />
|AFA=<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=7<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=0<br />
|AFA=<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+3<br />
|AFA=<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-6<br />
|AFA=<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-10<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-8<br />
|description=Fast kick with some reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-14<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=-23<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-9<br />
|AFA=-9<br />
|description=Standard universal overhead, decent startup.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-28 Point blank<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=44<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-14 - +31<br />
|AFA=Varies<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+37<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=-71<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-82<br />
|AFA=Air Unblockable<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-26<br />
|AFA=Air Unblockable<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=42<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-8<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Launches on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=47<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-3<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=38<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+6<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version. It's also very safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-10<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-18<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=15(?)<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46273Wonderful World/Ryuza2019-04-15T19:18:08Z<p>Two: /* Finishing Moves */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Special Skills===<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will but your meter gain on cooldown.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=18<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-15<br />
|AFA=<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=7<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=0<br />
|AFA=<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+3<br />
|AFA=<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-6<br />
|AFA=<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-10<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-8<br />
|description=Fast kick with some reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-14<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=-23<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-9<br />
|AFA=-9<br />
|description=Standard universal overhead, decent startup.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-28 Point blank<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=44<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-14 - +31<br />
|AFA=Varies<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+37<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=-71<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-82<br />
|AFA=Air Unblockable<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-26<br />
|AFA=Air Unblockable<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=42<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-8<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Ground bounces on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=47<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-3<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=38<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+6<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version. It's also very safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-10<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-18<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=15(?)<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46272Wonderful World/Ryuza2019-04-15T19:16:24Z<p>Two: /* Special Moves */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Special Skills===<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will but your meter gain on cooldown.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=18<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-15<br />
|AFA=<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=7<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=0<br />
|AFA=<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+3<br />
|AFA=<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-6<br />
|AFA=<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-10<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-8<br />
|description=Fast kick with some reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-14<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=-23<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-9<br />
|AFA=-9<br />
|description=Standard universal overhead, decent startup.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-28 Point blank<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=44<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-14 - +31<br />
|AFA=Varies<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+37<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=-71<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-82<br />
|AFA=Air Unblockable<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-26<br />
|AFA=Air Unblockable<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=42<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-8<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Ground bounces on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=47<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-3<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=38<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+6<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version. It's also very safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-22<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-10<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-18<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46271Wonderful World/Ryuza2019-04-15T18:59:00Z<p>Two: /* Command Moves */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Special Skills===<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will but your meter gain on cooldown.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=18<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-15<br />
|AFA=<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=7<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=0<br />
|AFA=<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+3<br />
|AFA=<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-6<br />
|AFA=<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-10<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-8<br />
|description=Fast kick with some reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-14<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=-23<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-9<br />
|AFA=-9<br />
|description=Standard universal overhead, decent startup.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Ground bounces on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Safer than the other 2 versions.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46270Wonderful World/Ryuza2019-04-15T18:51:43Z<p>Two: /* Normal Moves */</p>
<hr />
<div>[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Langran</b></font></center>|frame|right]]<br />
{{TOClimit|2}}<br />
<br />
==Profile==<br />
*'''Full Name''': Ryuza Langran (リュウザ=ラングラン)<br />
*'''Age''': 22<br />
*'''Occupation''': Knight<br />
*'''Height''': 179cm<br />
*'''Weight''': 73kg<br />
*'''Interests''': Collecting Weapons, Researching Magic. <br />
*'''Dislikes''': Office Job.<br />
*'''Values''': Fellow Knights.<br />
*'''Weapon''': Giant Sword and Black Flames<br />
<br />
==Gameplan==<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
===Special Skills===<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will but your meter gain on cooldown.<br />
<br />
===Neutral Game===<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
===Pressuring===<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
====Jump Cancels====<br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
====Dark Flame Pressure====<br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
===Okizeme===<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5P.png<br />
|caption=<br />
|name=5P<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5K.png<br />
|caption=<br />
|name=5K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-5<br />
|AFA=-5<br />
|description=Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5S.png<br />
|caption=<br />
|name=5S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=18<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-20<br />
|AFA=-20<br />
|description=Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_5HS.png<br />
|caption=<br />
|name=5HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-15<br />
|AFA=<br />
|description=Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2P</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2P.png<br />
|caption=<br />
|name=2P<br />
|data=<br />
{{AttackData-WW<br />
|damage=7<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+2<br />
|AFA=+2<br />
|description=Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2K</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2K.png<br />
|caption=<br />
|name=2K<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=0<br />
|AFA=<br />
|description=Solid pressure and meaty tool. It hits low, and is neutral on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2S</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2S.png<br />
|caption=<br />
|name=2S<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=13<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=+3<br />
|AFA=<br />
|description=One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2HS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_2HS.png<br />
|caption=<br />
|name=2HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=-6<br />
|AFA=<br />
|description=Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jP</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jP.png<br />
|caption=<br />
|name=jP<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-10<br />
|description=Standard, fast air jab. Good as a jump-in<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jK</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jK.png<br />
|caption=<br />
|name=jK<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-8<br />
|description=Fast kick with some reach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jS.png<br />
|caption=<br />
|name=jS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=Varies<br />
|AFA=-14<br />
|description=Great jump-in with a crossup hitbox, and is double jump cancellable on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">jHS</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_jHS.png<br />
|caption=<br />
|name=jHS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=19<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=-23<br />
|description=Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.<br />
}}<br />
}}<br />
<br />
==Command Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_6HS.png<br />
|caption=<br />
|name=6HS<br />
|data=<br />
{{AttackData-WW<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_236P.png<br />
|caption=236P<br />
|image2=WW_Ryuza_236K.png<br />
|caption2=236K<br />
|image3=WW_Ryuza_236P.png<br />
|caption3=236O Part 1<br />
|image4=WW_Ryuza_236O2.png<br />
|caption4=236O Part 2<br />
|name=Dark Flame<br />
|input=236X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_623S.png<br />
|caption=623S<br />
|image2=WW_Ryuza_623HS1.png<br />
|caption2=623HS Part 1<br />
|image3=WW_Ryuza_623HS2.png<br />
|caption3=623HS Part 2<br />
|image4=WW_Ryuza_623O.png<br />
|caption4=623O<br />
|name=Heavenly Flying Rook<br />
|input=623X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_421S.png<br />
|caption=421S<br />
|image2=WW_Ryuza_421HS.png<br />
|caption2=421HS<br />
|image3=WW_Ryuza_421O.png<br />
|caption3=421O<br />
|name=Lower Rook Heaven<br />
|input=421X<br />
|data=<br />
{{AttackData-WW<br />
|version=S<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=It's an overhead on a special input, not much to it. Ground bounces on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=HS<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Slower startup, but moves Ryuza forward more. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Faster and more combo potential than the HS version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======<br />
{{MoveData<br />
|image=WW_Ryuza_214.png<br />
|caption=214 Startup<br />
|image2=WW_Ryuza_214P.png<br />
|caption2=P Version<br />
|image3=WW_Ryuza_214K.png<br />
|caption3=K version<br />
|image4=WW_Ryuza_214O.png<br />
|caption4=214O<br />
|name=Night Burial Edge<br />
|input=214X<br />
|data=<br />
{{AttackData-WW<br />
|version=P<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block. <br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=K<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
}}<br />
{{AttackData-WW<br />
|header=no<br />
|version=O<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Safer than the other 2 versions.<br />
}}<br />
}}<br />
<br />
==Finishing Moves==<br />
{{MoveData<br />
|image=WW_Ryuza_2146HS.png<br />
|caption=<br />
|name=Demon Scratch<br />
|input=2146HS<br />
|data=<br />
{{AttackData-WW<br />
|version=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|level=<br />
|GFA=<br />
|AFA=<br />
|description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
}}<br />
}}<br />
<br />
==Combos==<br />
===BnBs===<br />
====Meterless====<br />
*xx > 214P / 214K<br />
:214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
*Throw / 214P / 214O > Air Combo<br />
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
*421S > 2S 5HS 6HS > Air Combo<br><br />
:Far positioning.<br />
*421S > 2S 5HS > 236K > 421HS > Followup<br />
:Near positioning.<br />
*Starter > Dash > 5HS 6HS > Air Combo<br />
:Midscreen, Damage Followup<br />
*Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:Midscreen, Wall Bounce Followup<br />
*Starter > Dash > 5S 5HS > 623HS<br />
:Midscreen, Oki Followup<br />
*Starter > 5HS > 6HS > Air Combo<br />
:Corner, Damage Followup <br />
*Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
:Corner, Oki Followup<br />
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
:Air Combo<br />
<br />
====Meter Required====<br />
*623O > Air Combo / 623HS<br />
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br />
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
===OTGs===<br />
*2K 5S 214P<br />
:Carries towards the corner a fair bit, allows you to DP techs<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
====Post OTG Game====<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
==Videos==<br />
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]<br />
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]<br />
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]<br />
<br />
==External Links==<br />
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]<br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Help:LilithPort&diff=46261Help:LilithPort2019-04-14T03:44:29Z<p>Two: /* Spectate */</p>
<hr />
<div>==What is LilithPort?==<br />
LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that.<br />
<br />
==Download==<br />
Ver. 1.08 (JP Version): https://ux.getuploader.com/ainefill/download/398/LilithPort_v108.zip<br />
<br />
EN version TBA<br />
<br />
==Setup==<br />
<br />
Upon launching LilithPort, you will see this:<br />
<br />
[[image:Lilithport1.png]]<br />
<br />
'''1:''' Type in your name where it says "YourNameHere" (duh)<br />
<br />
'''2:''' Pick "Client" on the top right.<br />
<br />
'''3:''' Paste the server name on the last dialogue box, we use the 24/7 JP server: yukari.mydns.jp:4040<br />
<br />
'''4:''' Click the button circled in the image when you're done to enter the server.<br />
<br />
When you have clicked the button, you will see this:<br />
<br />
[[image:Lilithport2.png]]<br />
<br />
'''5:''' The path to your Wonderful World .exe file should go here, you can press the three dots on the side to direct it easily.<br />
<br />
'''6:''' Press the third tab, circled in blue, then change all the numbers accordingly:<br />
<br />
[[image:Lilithport3.png]]<br />
<br />
'''7:''' Optionally, you can go to the fifth tab of the window to change the game's BGM and SE volume settings.<br />
<br />
'''8:''' Press OK when you are done.<br />
<br />
All set!<br />
These options will still be available in Lilithport under the (O) > (S) tab. You may also launch Wonderful World single player through LilithPort under (C) > (G).<br />
<br />
==Spectate==<br />
<br />
'''1:''' Launch up LilithPort<br />
<br />
'''2:''' Click "Host" instead of "Client"<br />
<br />
'''3:''' Host on 7500, make sure you have your port forwarded.<br />
<br />
'''4:''' Press the left button in the "UPnP" section, then press "Yes", then press OK.<br />
<br />
'''4:''' Enter the server, then go under (C) > (G) to open up single player mode.<br />
<br />
'''5:''' Close single player mode. Left click and right click the name you want to spectate, then click the second option.<br />
<br />
'''IMPORTANT:''' You can only start spectating before or shortly after two players challenge each other.<br />
<br />
==FAQ==<br />
<br />
'''Q:''' How do I use pad on this game?<br />
<br />
'''A:''' Usually people use Joy2Key or xPadder.<br />
<br />
<br />
{{WW}}</div>Twohttps://wiki.gbl.gg/index.php?title=Help:LilithPort&diff=46259Help:LilithPort2019-04-14T00:45:36Z<p>Two: /* FAQ */</p>
<hr />
<div>==What is LilithPort?==<br />
LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that.<br />
<br />
==Download==<br />
Ver. 1.08 (JP Version): https://ux.getuploader.com/ainefill/download/398/LilithPort_v108.zip<br />
<br />
EN version TBA<br />
<br />
==Setup==<br />
<br />
Upon launching LilithPort, you will see this:<br />
<br />
[[image:Lilithport1.png]]<br />
<br />
'''1:''' Type in your name where it says "YourNameHere" (duh)<br />
<br />
'''2:''' Pick "Client" on the top right.<br />
<br />
'''3:''' Paste the server name on the last dialogue box, we use the 24/7 JP server: yukari.mydns.jp:4040<br />
<br />
'''4:''' Click the button circled in the image when you're done to enter the server.<br />
<br />
When you have clicked the button, you will see this:<br />
<br />
[[image:Lilithport2.png]]<br />
<br />
'''5:''' The path to your Wonderful World .exe file should go here, you can press the three dots on the side to direct it easily.<br />
<br />
'''6:''' Press the third tab, circled in blue, then change all the numbers accordingly:<br />
<br />
[[image:Lilithport3.png]]<br />
<br />
'''7:''' Optionally, you can go to the fifth tab of the window to change the game's BGM and SE volume settings.<br />
<br />
'''8:''' Press OK when you are done.<br />
<br />
All set!<br />
These options will still be available in Lilithport under the (O) > (S) tab. You may also launch Wonderful World single player through LilithPort under (C) > (G).<br />
<br />
==Spectate==<br />
<br />
'''1:''' Launch up LilithPort<br />
<br />
'''2:''' Click "Host" instead of "Client"<br />
<br />
'''3:''' Host on 7500, make sure you have your port forwarded.<br />
<br />
'''4:''' Enter the server, then go under (C) > (G) to open up single player mode.<br />
<br />
'''5:''' Close single player mode. Left click and right click the name you want to spectate, then click the second option.<br />
<br />
'''IMPORTANT:''' You can only start spectating before or shortly after two players challenge each other.<br />
<br />
==FAQ==<br />
<br />
'''Q:''' How do I use pad on this game?<br />
<br />
'''A:''' Usually people use Joy2Key or xPadder.<br />
<br />
<br />
{{WW}}</div>Twohttps://wiki.gbl.gg/index.php?title=Help:LilithPort&diff=46257Help:LilithPort2019-04-14T00:44:51Z<p>Two: Two moved page Wonderful World/Lilithport to Wonderful World/LilithPort: capitalization</p>
<hr />
<div>==What is LilithPort?==<br />
LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that.<br />
<br />
==Download==<br />
Ver. 1.08 (JP Version): https://ux.getuploader.com/ainefill/download/398/LilithPort_v108.zip<br />
<br />
EN version TBA<br />
<br />
==Setup==<br />
<br />
Upon launching LilithPort, you will see this:<br />
<br />
[[image:Lilithport1.png]]<br />
<br />
'''1:''' Type in your name where it says "YourNameHere" (duh)<br />
<br />
'''2:''' Pick "Client" on the top right.<br />
<br />
'''3:''' Paste the server name on the last dialogue box, we use the 24/7 JP server: yukari.mydns.jp:4040<br />
<br />
'''4:''' Click the button circled in the image when you're done to enter the server.<br />
<br />
When you have clicked the button, you will see this:<br />
<br />
[[image:Lilithport2.png]]<br />
<br />
'''5:''' The path to your Wonderful World .exe file should go here, you can press the three dots on the side to direct it easily.<br />
<br />
'''6:''' Press the third tab, circled in blue, then change all the numbers accordingly:<br />
<br />
[[image:Lilithport3.png]]<br />
<br />
'''7:''' Optionally, you can go to the fifth tab of the window to change the game's BGM and SE volume settings.<br />
<br />
'''8:''' Press OK when you are done.<br />
<br />
All set!<br />
These options will still be available in Lilithport under the (O) > (S) tab. You may also launch Wonderful World single player through LilithPort under (C) > (G).<br />
<br />
==Spectate==<br />
<br />
'''1:''' Launch up LilithPort<br />
<br />
'''2:''' Click "Host" instead of "Client"<br />
<br />
'''3:''' Host on 7500, make sure you have your port forwarded.<br />
<br />
'''4:''' Enter the server, then go under (C) > (G) to open up single player mode.<br />
<br />
'''5:''' Close single player mode. Left click and right click the name you want to spectate, then click the second option.<br />
<br />
'''IMPORTANT:''' You can only start spectating before or shortly after two players challenge each other.<br />
<br />
==FAQ==<br />
<br />
'''Q:''' How do I use pad on this game?<br />
'''A:''' Usually people use Joy2Key or xPadder.<br />
<br />
<br />
{{WW}}</div>Twohttps://wiki.gbl.gg/index.php?title=Help:LilithPort&diff=46256Help:LilithPort2019-04-14T00:38:15Z<p>Two: </p>
<hr />
<div>==What is LilithPort?==<br />
LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that.<br />
<br />
==Download==<br />
Ver. 1.08 (JP Version): https://ux.getuploader.com/ainefill/download/398/LilithPort_v108.zip<br />
<br />
EN version TBA<br />
<br />
==Setup==<br />
<br />
Upon launching LilithPort, you will see this:<br />
<br />
[[image:Lilithport1.png]]<br />
<br />
'''1:''' Type in your name where it says "YourNameHere" (duh)<br />
<br />
'''2:''' Pick "Client" on the top right.<br />
<br />
'''3:''' Paste the server name on the last dialogue box, we use the 24/7 JP server: yukari.mydns.jp:4040<br />
<br />
'''4:''' Click the button circled in the image when you're done to enter the server.<br />
<br />
When you have clicked the button, you will see this:<br />
<br />
[[image:Lilithport2.png]]<br />
<br />
'''5:''' The path to your Wonderful World .exe file should go here, you can press the three dots on the side to direct it easily.<br />
<br />
'''6:''' Press the third tab, circled in blue, then change all the numbers accordingly:<br />
<br />
[[image:Lilithport3.png]]<br />
<br />
'''7:''' Optionally, you can go to the fifth tab of the window to change the game's BGM and SE volume settings.<br />
<br />
'''8:''' Press OK when you are done.<br />
<br />
All set!<br />
These options will still be available in Lilithport under the (O) > (S) tab. You may also launch Wonderful World single player through LilithPort under (C) > (G).<br />
<br />
==Spectate==<br />
<br />
'''1:''' Launch up LilithPort<br />
<br />
'''2:''' Click "Host" instead of "Client"<br />
<br />
'''3:''' Host on 7500, make sure you have your port forwarded.<br />
<br />
'''4:''' Enter the server, then go under (C) > (G) to open up single player mode.<br />
<br />
'''5:''' Close single player mode. Left click and right click the name you want to spectate, then click the second option.<br />
<br />
'''IMPORTANT:''' You can only start spectating before or shortly after two players challenge each other.<br />
<br />
==FAQ==<br />
<br />
'''Q:''' How do I use pad on this game?<br />
'''A:''' Usually people use Joy2Key or xPadder.<br />
<br />
<br />
{{WW}}</div>Twohttps://wiki.gbl.gg/index.php?title=Help:LilithPort&diff=46255Help:LilithPort2019-04-14T00:37:56Z<p>Two: </p>
<hr />
<div>==What is LilithPort?==<br />
LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that.<br />
<br />
==Download==<br />
Ver. 1.08 (JP Version): https://ux.getuploader.com/ainefill/download/398/LilithPort_v108.zip<br />
<br />
EN version TBA<br />
<br />
==Setup==<br />
<br />
Upon launching LilithPort, you will see this:<br />
<br />
[[image:Lilithport1.png]]<br />
<br />
'''1:''' Type in your name where it says "YourNameHere" (duh)<br />
<br />
'''2:''' Pick "Client" on the top right.<br />
<br />
'''3:''' Paste the server name on the last dialogue box, we use the 24/7 JP server: yukari.mydns.jp:4040<br />
<br />
'''4:''' Click the button circled in the image when you're done to enter the server.<br />
<br />
When you have clicked the button, you will see this:<br />
<br />
[[image:Lilithport2.png]]<br />
<br />
'''5:''' The path to your Wonderful World .exe file should go here, you can press the three dots on the side to direct it easily.<br />
<br />
'''6:''' Press the third tab, circled in blue, then change all the numbers accordingly:<br />
<br />
[[image:Lilithport3.png]]<br />
<br />
'''7:''' Optionally, you can go to the fifth tab of the window to change the game's BGM and SE volume settings.<br />
<br />
'''8:''' Press OK when you are done.<br />
<br />
All set!<br />
These options will still be available in Lilithport under the (O) > (S) tab. You may also launch Wonderful World single player through LilithPort under (C) > (G).<br />
<br />
==Spectate==<br />
<br />
'''1:''' Launch up LilithPort<br />
<br />
'''2:''' Click "Host" instead of "Client"<br />
<br />
'''3:''' Host on 7500, make sure you have your port forwarded.<br />
<br />
'''4:''' Enter the server, then go under (C) > (G) to open up single player mode.<br />
<br />
'''5:''' Close single player mode. Left click and right click the name you want to spectate, then click the second option.<br />
<br />
'''IMPORTANT:''' You can only start spectating before or shortly after two players challenge each other.<br />
<br />
==FAQ==<br />
<br />
'''Q:''' How do I use pad on this game?<br />
'''A:''' Usually people use Joy2Key or xPadder.<br />
<br><br />
{{WW}}</div>Twohttps://wiki.gbl.gg/index.php?title=Help:LilithPort&diff=46254Help:LilithPort2019-04-14T00:37:38Z<p>Two: </p>
<hr />
<div>==What is LilithPort?==<br />
LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that.<br />
<br />
==Download==<br />
Ver. 1.08 (JP Version): https://ux.getuploader.com/ainefill/download/398/LilithPort_v108.zip<br />
<br />
EN version TBA<br />
<br />
==Setup==<br />
<br />
Upon launching LilithPort, you will see this:<br />
<br />
[[image:Lilithport1.png]]<br />
<br />
'''1:''' Type in your name where it says "YourNameHere" (duh)<br />
<br />
'''2:''' Pick "Client" on the top right.<br />
<br />
'''3:''' Paste the server name on the last dialogue box, we use the 24/7 JP server: yukari.mydns.jp:4040<br />
<br />
'''4:''' Click the button circled in the image when you're done to enter the server.<br />
<br />
When you have clicked the button, you will see this:<br />
<br />
[[image:Lilithport2.png]]<br />
<br />
'''5:''' The path to your Wonderful World .exe file should go here, you can press the three dots on the side to direct it easily.<br />
<br />
'''6:''' Press the third tab, circled in blue, then change all the numbers accordingly:<br />
<br />
[[image:Lilithport3.png]]<br />
<br />
'''7:''' Optionally, you can go to the fifth tab of the window to change the game's BGM and SE volume settings.<br />
<br />
'''8:''' Press OK when you are done.<br />
<br />
All set!<br />
These options will still be available in Lilithport under the (O) > (S) tab. You may also launch Wonderful World single player through LilithPort under (C) > (G).<br />
<br />
==Spectate==<br />
<br />
'''1:''' Launch up LilithPort<br />
<br />
'''2:''' Click "Host" instead of "Client"<br />
<br />
'''3:''' Host on 7500, make sure you have your port forwarded.<br />
<br />
'''4:''' Enter the server, then go under (C) > (G) to open up single player mode.<br />
<br />
'''5:''' Close single player mode. Left click and right click the name you want to spectate, then click the second option.<br />
<br />
'''IMPORTANT:''' You can only start spectating before or shortly after two players challenge each other.<br />
<br />
==FAQ==<br />
<br />
'''Q:''' How do I use pad on this game?<br />
'''A:''' Usually people use Joy2Key or xPadder.<br />
<br />
{{WW}}</div>Twohttps://wiki.gbl.gg/index.php?title=Help:LilithPort&diff=46253Help:LilithPort2019-04-14T00:35:25Z<p>Two: Created page with "==What is LilithPort?== LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that. ==Download== Ver. 1.08 (JP Ve..."</p>
<hr />
<div>==What is LilithPort?==<br />
LilithPort is the netplay program we use to play Wonderful World, it is delay based but it is good netcode despite that.<br />
<br />
==Download==<br />
Ver. 1.08 (JP Version): https://ux.getuploader.com/ainefill/download/398/LilithPort_v108.zip<br />
<br />
EN version TBA<br />
<br />
==Setup==<br />
<br />
Upon launching LilithPort, you will see this:<br />
<br />
[[image:Lilithport1.png]]<br />
<br />
'''1:''' Type in your name where it says "YourNameHere" (duh)<br />
<br />
'''2:''' Pick "Client" on the top right.<br />
<br />
'''3:''' Paste the server name on the last dialogue box, we use the 24/7 JP server: yukari.mydns.jp:4040<br />
<br />
'''4:''' Click the button circled in the image when you're done to enter the server.<br />
<br />
When you have clicked the button, you will see this:<br />
<br />
[[image:Lilithport2.png]]<br />
<br />
'''5:''' The path to your Wonderful World .exe file should go here, you can press the three dots on the side to direct it easily.<br />
<br />
'''6:''' Press the third tab, circled in blue, then change all the numbers accordingly:<br />
<br />
[[image:Lilithport3.png]]<br />
<br />
'''7:''' Optionally, you can go to the fifth tab of the window to change the game's BGM and SE volume settings.<br />
<br />
'''8:''' Press OK when you are done.<br />
<br />
All set!<br />
These options will still be available in Lilithport under the (O) > (S) tab. You may also launch Wonderful World single player through LilithPort under (C) > (G).<br />
<br />
==Spectate==<br />
<br />
'''1:''' Launch up LilithPort<br />
<br />
'''2:''' Click "Host" instead of "Client"<br />
<br />
'''3:''' Host on 7500, make sure you have your port forwarded.<br />
<br />
'''4:''' Enter the server, then go under (C) > (G) to open up single player mode.<br />
<br />
'''5:''' Close single player mode. Left click and right click the name you want to spectate, then click the second option.<br />
<br />
'''IMPORTANT:''' You can only start spectating before or shortly after two players challenge each other.<br />
<br />
{{WW}}<br />
<br />
==FAQ==<br />
<br />
'''Q:''' How do I use pad on this game?<br />
'''A:''' Usually people use Joy2Key or xPadder.</div>Twohttps://wiki.gbl.gg/index.php?title=File:Lilithport3.png&diff=46252File:Lilithport3.png2019-04-14T00:23:31Z<p>Two: </p>
<hr />
<div></div>Twohttps://wiki.gbl.gg/index.php?title=File:Lilithport2.png&diff=46251File:Lilithport2.png2019-04-14T00:20:47Z<p>Two: </p>
<hr />
<div></div>Twohttps://wiki.gbl.gg/index.php?title=File:Lilithport1.png&diff=46250File:Lilithport1.png2019-04-14T00:13:51Z<p>Two: </p>
<hr />
<div></div>Twohttps://wiki.gbl.gg/index.php?title=Template:Navbox-WanWan&diff=46249Template:Navbox-WanWan2019-04-14T00:05:49Z<p>Two: </p>
<hr />
<div>{| class="noprint toccolours" style="clear: both; width: 80%; margin: 0.5em auto;" cellpadding="2"<br />
| style="background-color:{{{color|#ccf}}}; font-weight:bold;text-align: center;" colspan="2" | ''[[Wonderful World]]''<br />
|-<br />
| width="15%" | '''General'''<br />
| [[Wonderful World/FAQ|FAQ]] • [[Wonderful World/Mechanics|Mechanics]] • [[Wonderful World/HUD|HUD]] • [[Wonderful World/Changes|Changes]] • [[Wonderful World/LilithPort|Netplay]]<br />
<br />
|-<br />
| width="15%" | '''Characters'''<br />
| [[Wonderful World/Ryuza|Ryuza]] • [[Wonderful World/Duna|Duna]] • [[Wonderful World/Lemius|Lemius]] • [[Wonderful World/Aiwhen|Aiwhen]] • [[Wonderful World/Corona|Corona]] • [[Wonderful World/Sasari|Sasari]] • [[Wonderful World/Lunathia|Lunathia]] • [[Wonderful World/Orphe|Orphe]] • [[Wonderful World/Cielo|Cielo]] • [[Wonderful World/Alicephia|Alicephia]] • [[Wonderful World/Sabe|Sabe]] • [[Wonderful World/Neva|Neva]] • [[Wonderful World/Lynia|Lynia]] • [[Wonderful World/Friede|Friede]] • [[Wonderful World/Kiki|Kiki]] • [[Wonderful World/Chartette|Chartette]] • [[Wonderful World/Claudette|Claudette]] • [[Wonderful World/Shake|Shake]] • [[Wonderful World/Fuga|Fuga]] • [[Wonderful World/Eldio|Eldio]] • [[Wonderful World/Etielle|Etielle]] • [[Wonderful World/Pale|Pale]] • [[Wonderful World/Semnia|Semnia]] • [[Wonderful World/Rosalice|Rosalice]]<br />
<br />
|}<noinclude><br />
<br />
[[Category:Wonderful World]]<br />
<br />
</noinclude></div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Ryuza&diff=46157Wonderful World/Ryuza2019-04-13T07:13:42Z<p>Two: /* Introduction */</p>
<hr />
<div>[[image:portraitRyuza.JPEG|<br />
'''Full Name:''' Ryuza Langran (リュウザ=ラングラン)<br />
<br><br />
'''Age:''' 22<br />
<br><br />
'''Occupation:''' Knight<br />
<br><br />
'''Height:''' 179cm<br />
<br><br />
'''Weight:''' 73kg<br />
<br><br />
'''Interests:''' Collecting Weapons, Researching Magic. <br />
<br><br />
'''Dislikes:''' Office Job.<br />
<br><br />
'''Values:''' Fellow Knights.<br />
<br><br />
'''Weapon:''' Giant Sword and Black Flames<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.<br />
<br />
Ryuza is recommended for people who want a teenage Jin Kisaragi.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| EX / 必殺 || Special Move[[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Dark Flame / 黒炎 || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]or[[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| Heavenly Flying Rook / 飛天焼 || [[image:6.png]][[image:2.png]][[image:3.png]][[image:+.png]][[image:S.png]]or[[image:HS.png]](Air usable)<br />
|-<br />
| Lower Rook Heaven / 裏飛天 || [[image:4.png]][[image:2.png]][[image:1.png]][[image:+.png]][[image:S.png]]or[[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Night Burial Sword / 夜葬剣 || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:P.png]]or[[image:K.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finishing Moves'''<br />
|-<br />
| Demon Scratch / 魔刻 || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.<br />
<br />
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.<br />
<br />
== Pressuring ==<br />
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.<br />
<br />
'''Jump Cancels'''<br><br />
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.<br />
<br />
'''Dark Flame Pressure'''<br><br />
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).<br />
<br />
= Combos =<br />
<br />
'''Videos'''<br />
{{#ev:youtube|Z6tEipNMdTM}}<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' xx > 214P / 214K<br />
<Br><br />
•214P in the corner, 214K for midscreen. They both set up an OTG or meaty 236K (performed by taking a step back first).<br />
<br />
'''Near Wall''' Throw / 214P / 214O > Air Combo<br />
<br><br />
•Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).<br />
<br />
'''Meter, Anywhere''' 623O > Air Combo / 623HS<br />
<br />
'''Meterless, Far''' 421S > 2S 5HS 6HS > Air Combo<br><br />
'''Meterless, Near''' 421S > 2S 5HS > 236K > 421HS > Followup<br />
<br />
'''50% Meter, Anywhere''' xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup<br />
<br><br />
•This is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).<br />
<br />
:'''Midscreen, Damage Followup''' Starter > Dash > 5HS 6HS > Air Combo<br />
:'''Midscreen, Wall Bounce Followup''' Starter > 5HS > 214P (Wallbounce) > Air Combo<br />
:'''Midscreen, Oki Followup''' Starter > Dash > 5S 5HS > 623HS<br />
:'''Corner, Damage Followup''' Starter > 5HS > 6HS > Air Combo<br />
:'''Corner, Oki Followup''' Starter > Dash > 5HS > 421S > (2S) > 623HS<br />
<br />
::'''Air Combo''' Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS<br />
<br />
'''100% Meter, Anywhere, From any combo''' xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS<br><br />
•Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combos. However it is not really worth the meter unless you will end the round with it.<br />
<br />
== OTGs ==<br />
*2K 5S 214P (Carries towards the corner a fair bit, allows you to DP techs)<br />
*2K cl.5S(f.5S) 5HS > IAD<br />
*2K (cl.5S) 5HS > 236K<br />
*2K cl.5S (f.5S) 5HS > 2146HS<br />
<br />
== Post OTG Game ==<br />
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.<br />
<br />
OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is important. One simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead). Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.<br />
<br />
His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground. Doesn't mean they are bad options.<br />
<br />
== Okizeme ==<br />
<br />
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.<br />
<br />
With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.<br />
<br />
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.<br />
<br />
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.<br />
<br />
= Move Details =<br />
<!-- If you would like to add hitbox images and cannot understand how from looking at a character page that has them, please contact Greats on #WW on irc.mizuumi.net --><br />
== Special Skills ==<br />
All of Ryuza's Original Actions act essentially as EX moves. Similar to a Skill Break, using one of his EX moves will but your meter gain on cooldown.<br />
<br />
== Specials ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
|<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Dark Flame - 236+P/K/O'''</font> [ Mid, Projectile, BRK ]<br />
|-valign="top"<br />
| Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used.<br />
*'''236P: ''' Hadouuuuken. Travels the length of the screen, safe, quick startup.<br />
*'''236K: ''' Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.<br />
*'''236O: ''' Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
|<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Heavenly Flying Rook - 623+S/HS/O'''</font> [ Mid, Airborne, Air Unblockable ]<br />
|-valign="top"<br />
| Shoryuken type move, properties vary from one version to another. This is Ryuza's sole move for punishing chicken blocking.<br />
*'''623S: ''' Invulnerable, unable to followup. A good reversal.<br />
*'''623HS: ''' [ BRK ] Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.<br />
*'''623O: ''' Invulnerable and much better recovery than the S version (tends to be safeish at most distances). You can followup if this hits with a 623HS or j.P into aircombo. This is the only version that can't be used in the air.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
|<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Lower Rook Heaven - 421+S/HS/O'''</font> [ High, Airborne ]<br />
|-valign="top"<br />
| It's an overhead on a special input, not much to it. Ground bounces on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup.<br />
*'''421S: ''' [ BRK ] Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.<br />
*'''421HS: ''' [ BRK ] Slower startup, but moves Ryuza forward more. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.<br />
*'''421O: ''' Faster and more comboability than the HS version.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
|<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Night Burial Edge - 214+P/K/O'''</font> [ Mid, BRK ]<br />
|-valign="top"<br />
| Ryuza Charges forward with his sword in front of him then slashes at his opponent.<br />
*'''214P: ''' Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block.<br />
*'''214K: ''' Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.<br />
*'''214P: ''' Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Safer than the other 2 versions.<br />
<br />
|}<br />
<br />
== Finishing Moves ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" |<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Demon Scratch - 2146+HS'''</font> [ Mid, Invulnerable ]<br />
|-valign="top"<br />
| Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds. <br />
<br />
|}<br />
<br />
== Command Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" |<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation>'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
|<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation>'''</font> [ <property1>, <property2> ] <notation> > <cancelsintothis>, <andthis...><br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
== Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" |<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation>'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
|<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation>'''</font> [ <property1>, <property2> ] <notation> > <cancelsintothis>, <andthis...><br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
== Air Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" |<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation>'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
{|<br />
|<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation>'''</font> [ <property1>, <property2> ] <notation> > <cancelsintothis>, <andthis...><br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''<fullmovename> - <notation'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
= Frame Data =<br />
<!-- If you would like to add frame data, please copy the table from a page that has it already. --><br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Eldio&diff=46139Wonderful World/Eldio2019-04-12T16:23:03Z<p>Two: </p>
<hr />
<div>[[image:Eldiowiki.jpg|<br />
'''Full Name:''' Eldio Gajral (エルディオ・ガジュラール)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Assassin<br />
<br><br />
'''Height:''' 172cm<br />
<br><br />
'''Weight:''' 59kg<br />
<br><br />
'''Likes:''' Torture<br />
<br><br />
'''Dislikes:''' Tough opponents<br />
<br><br />
'''Values:''' His goggles<br />
<br><br />
'''Weapon:''' The dagger "Psycho Edge"<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Eldio, as of patch 0.938, is weak in neutral game, but more than makes up for it with his absolutely soul-crushing mixup game, easily achieved by getting creative with his clones and his Shadow Move or Silent Killer stances. His mixup is better than Aiwhen's and that's saying a lot. He has a very low skill ceiling for combos, and has a very high skill ceiling for okizeme mixups, like being able to use clones to feint an overhead and a crossup, then uncrossup sweep them. Sadly, he deals the least amount of damage in the game (He needs atleast 20 ground confirms to kill you alone) but his mixup is really good and covers enough options that it might just be the end of the round if he ever gets in.<br />
<br />
Eldio is best suited for people who want to laugh at their opponent for not being able to "just block" his 100-way mixups.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Fake Vision (フェイクビジョン) || Any direction[[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Assassination (暗殺術) || His actions may move him or look like hes moving in separate directions. When using BRK, no natural BRK effects occur. <br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Eagle (イーグル) || [[image:2.png]][[image:+.png]][[image:HS.png]] (In air)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| *Shadow Move (シャドウムーブ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| *Silent Killer (サイレントキラー) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Raven (レイブン) || [[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Albatross (アルバトロス) || [[image:6.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Owl (アウル) || [[image:2.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Vulture (ヴァルチャー) || [[image:4.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Liar Pain (ライアーペイン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Genocide Carnival (ジェノサイドカーニバル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
== Mixups ==<br />
Three-part Eldio mixup guide by Sukato, with rankings for every mixup:<br />
*https://twitter.com/sukatoryona/status/1102230401056043009<br />
*https://twitter.com/sukatoryona/status/1102250748153278465<br />
*https://twitter.com/sukatoryona/status/1103679452125392896<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' (2P) 2K 5SS 5HS 2HS/236236K<br />
*Your main bread and butter. Let that sink in. It's not that bad once you consider Eldio's mixups, but your damage is more than pitiful off a regular grounded confirm, and you can't really do anything but 236236K or resets to really give yourself any more damage.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Eldio&diff=46138Wonderful World/Eldio2019-04-12T16:19:48Z<p>Two: </p>
<hr />
<div>[[image:Eldiowiki.jpg|<br />
'''Full Name:''' Eldio Gajral (エルディオ・ガジュラール)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Assassin<br />
<br><br />
'''Height:''' 172cm<br />
<br><br />
'''Weight:''' 59kg<br />
<br><br />
'''Likes:''' Torture<br />
<br><br />
'''Dislikes:''' Tough opponents<br />
<br><br />
'''Values:''' His goggles<br />
<br><br />
'''Weapon:''' The dagger "Psycho Edge"<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Eldio, as of patch 0.938, is weak in neutral game, but more than makes up for it with his absolutely soul-crushing mixup game, easily achieved by getting creative with his clones and his Shadow Move or Silent Killer stances. His mixup is better than Aiwhen's and that's saying a lot. He has a very low skill ceiling for combos, and has a very high skill ceiling for okizeme mixups, like being able to use clones to feint an overhead and a crossup, then uncrossup sweep them. Sadly, he deals the least amount of damage in the game (He needs atleast 20 ground confirms to kill you alone) but his mixup is really good and covers enough options that it might just be the end of the round if he ever gets in.<br />
<br />
Eldio is best suited for people who want to laugh at their opponent for not being able to "just block" his 100-way mixups.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Fake Vision (フェイクビジョン) || Any direction[[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Assassination (暗殺術) || His actions may move him or look like hes moving in separate directions. When using BRK, no natural BRK effects occur. <br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Eagle (イーグル) || [[image:2.png]][[image:+.png]][[image:HS.png]] (In air)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| *Shadow Move (シャドウムーブ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| *Silent Killer (サイレントキラー) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Raven (レイブン) || [[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Albatross (アルバトロス) || [[image:6.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Owl (アウル) || [[image:2.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Vulture (ヴァルチャー) || [[image:4.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Liar Pain (ライアーペイン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Genocide Carnival (ジェノサイドカーニバル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' (2P) 2K 5SS 5HS 2HS/236236K<br />
*Your main bread and butter. Let that sink in. It's not that bad once you consider Eldio's mixups, but your damage is more than pitiful off a regular grounded confirm, and you can't really do anything but 236236K or resets to really give yourself any more damage.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Eldio&diff=46137Wonderful World/Eldio2019-04-12T16:17:46Z<p>Two: /* Move List */</p>
<hr />
<div>[[image:Eldiowiki.jpg|<br />
'''Full Name:''' Eldio Gajral (エルディオ・ガジュラール)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Assassin<br />
<br><br />
'''Height:''' 172cm<br />
<br><br />
'''Weight:''' 59kg<br />
<br><br />
'''Likes:''' Torture<br />
<br><br />
'''Dislikes:''' Tough opponents<br />
<br><br />
'''Values:''' His goggles<br />
<br><br />
'''Weapon:''' The dagger "Psycho Edge"<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Eldio, as of patch 0.938, is weak in neutral game, but more than makes up for it with his absolutely soul-crushing mixup game, easily achieved by getting creative with his clones and his Shadow Move or Silent Killer stances. His mixup is better than Aiwhen's and that's saying a lot. He has a very low skill ceiling for combos, and has a very high skill ceiling for okizeme mixups, like being able to use clones to feint an overhead and a crossup, then uncrossup sweep them. Sadly, he deals the least amount of damage in the game (He needs atleast 20 ground confirms to kill you alone) but his mixup is really good and covers enough options that it might just be the end of the round if he ever gets in.<br />
<br />
Eldio is best suited for people who want to laugh at their opponent for not being able to "just block" his 100-way mixups.<br />
<br />
= Move List =<br />
<br />
{| style="width:650px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Fake Vision (フェイクビジョン) || Any direction[[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Assassination (暗殺術) || His actions may move him or look like hes moving in separate directions. When using BRK, no natural BRK effects occur. <br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Eagle (イーグル) || [[image:2.png]][[image:+.png]][[image:HS.png]] (In air)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| *Shadow Move (シャドウムーブ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| *Silent Killer (サイレントキラー) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Raven (レイブン) || [[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Albatross (アルバトロス) || [[image:6.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Owl (アウル) || [[image:2.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Vulture (ヴァルチャー) || [[image:4.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Liar Pain (ライアーペイン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Genocide Carnival (ジェノサイドカーニバル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' (2P) 2K 5SS 5HS 2HS/236236K<br />
*Your main bread and butter. Let that sink in. It's not that bad once you consider Eldio's mixups, but your damage is more than pitiful off a regular grounded confirm, and you can't really do anything but 236236K or resets to really give yourself any more damage.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Eldio&diff=46136Wonderful World/Eldio2019-04-12T16:13:19Z<p>Two: Created page with "image:Eldiowiki.jpg| '''Full Name:''' Eldio Gajral (エルディオ・ガジュラール) <br> '''Age:''' 20 <br> '''Profession:''' Assassin <br> '''Height:''' 172cm <br> ''..."</p>
<hr />
<div>[[image:Eldiowiki.jpg|<br />
'''Full Name:''' Eldio Gajral (エルディオ・ガジュラール)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Assassin<br />
<br><br />
'''Height:''' 172cm<br />
<br><br />
'''Weight:''' 59kg<br />
<br><br />
'''Likes:''' Torture<br />
<br><br />
'''Dislikes:''' Tough opponents<br />
<br><br />
'''Values:''' His goggles<br />
<br><br />
'''Weapon:''' The dagger "Psycho Edge"<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Eldio, as of patch 0.938, is weak in neutral game, but more than makes up for it with his absolutely soul-crushing mixup game, easily achieved by getting creative with his clones and his Shadow Move or Silent Killer stances. His mixup is better than Aiwhen's and that's saying a lot. He has a very low skill ceiling for combos, and has a very high skill ceiling for okizeme mixups, like being able to use clones to feint an overhead and a crossup, then uncrossup sweep them. Sadly, he deals the least amount of damage in the game (He needs atleast 20 ground confirms to kill you alone) but his mixup is really good and covers enough options that it might just be the end of the round if he ever gets in.<br />
<br />
Eldio is best suited for people who want to laugh at their opponent for not being able to "just block" his 100-way mixups.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Fake Vision (フェイクビジョン) || Any direction[[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Assassination (暗殺術) || His actions may move him or look like hes moving in separate directions. When using BRK, no natural BRK effects occur. <br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Eagle (イーグル) || [[image:2.png]][[image:+.png]][[image:HS.png]] (In air)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| *Shadow Move (シャドウムーブ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| *Silent Killer (サイレントキラー) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Raven (レイブン) || [[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Albatross (アルバトロス) || [[image:6.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Owl (アウル) || [[image:2.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Vulture (ヴァルチャー) || [[image:4.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Liar Pain (ライアーペイン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Genocide Carnival (ジェノサイドカーニバル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' (2P) 2K 5SS 5HS 2HS/236236K<br />
*Your main bread and butter. Let that sink in. It's not that bad once you consider Eldio's mixups, but your damage is more than pitiful off a regular grounded confirm, and you can't really do anything but 236236K or resets to really give yourself any more damage.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Chartette&diff=46135Wonderful World/Chartette2019-04-12T16:13:12Z<p>Two: /* BnBs */</p>
<hr />
<div>[[image:chartette.jpeg|<br />
'''Full Name:''' Chartette Leor (シャルテット・レオール)<br />
<br><br />
'''Age:''' 17<br />
<br><br />
'''Race:''' Ajin/Beastkin<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Being pet<br />
<br><br />
'''Dislikes:''' Thunder<br />
<br><br />
'''Values:''' Family<br />
<br><br />
'''Weapon:''' Giant Earth Shaking Sword<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Chartette, as of patch 0.938, is the strongest yet slowest character in the game, with normals that cover every angle, damage that can easily lead into combos that do 70% of your hp or more, and a projectile invuln, fullscreen air unblockable special that leads into an instant kill on counterhit. <br />
<br />
Chartette is best suited for people who really want to see their opponent suffer.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Void Impact (ヴォイドインパクト) || [[image:O.png]] or [[image:2.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Cannon Impact (キャノンインパクト) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Upper Swing (アッパースウィング) || [[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rolling Slash (ローリングスラッシュ) || Mash [[image:HS.png]] in the air<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Heavy Tail (ヘヴィテイル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Spiral Typhoon (スパイラルタイフーン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Drill Blade (ドリルブレイド) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rock Break (ロックブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Terra Break (テラブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 236P 2K 236P 214S<br />
<br />
'''Meterless, Near Corner''' 6HS 2K 236P 214S<br />
<br />
'''100% Meter, Anywhere''' 236HS Counterhit ~ 236HS 2S 5HS 236236HS<br />
*ToD number 1, omit finish skill for oki if you dont have meter or want to save it for next round.<br />
<br />
'''100% Meter, Anywhere/Midscreen''' 6HS 236236HS<br />
*ToD number 2, stupid cheap but will rarely hit. Will only 100 - 0 Aiwhen and Sasari in the corner.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Chartette&diff=46134Wonderful World/Chartette2019-04-12T16:13:00Z<p>Two: /* BnBs */</p>
<hr />
<div>[[image:chartette.jpeg|<br />
'''Full Name:''' Chartette Leor (シャルテット・レオール)<br />
<br><br />
'''Age:''' 17<br />
<br><br />
'''Race:''' Ajin/Beastkin<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Being pet<br />
<br><br />
'''Dislikes:''' Thunder<br />
<br><br />
'''Values:''' Family<br />
<br><br />
'''Weapon:''' Giant Earth Shaking Sword<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Chartette, as of patch 0.938, is the strongest yet slowest character in the game, with normals that cover every angle, damage that can easily lead into combos that do 70% of your hp or more, and a projectile invuln, fullscreen air unblockable special that leads into an instant kill on counterhit. <br />
<br />
Chartette is best suited for people who really want to see their opponent suffer.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Void Impact (ヴォイドインパクト) || [[image:O.png]] or [[image:2.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Cannon Impact (キャノンインパクト) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Upper Swing (アッパースウィング) || [[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rolling Slash (ローリングスラッシュ) || Mash [[image:HS.png]] in the air<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Heavy Tail (ヘヴィテイル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Spiral Typhoon (スパイラルタイフーン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Drill Blade (ドリルブレイド) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rock Break (ロックブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Terra Break (テラブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 236P 2K 236P 214S<br />
<br />
'''Meterless, Near Corner''' 6HS 2K 236P 214S<br />
<br />
'''100% Meter, Anywhere''' 236HS Counterhit ~ 236HS 2S 5HS Finish Skill<br />
*ToD number 1, omit finish skill for oki if you dont have meter or want to save it for next round.<br />
<br />
'''100% Meter, Anywhere/Midscreen''' 6HS 236236HS<br />
*ToD number 2, stupid cheap but will rarely hit. Will only 100 - 0 Aiwhen and Sasari in the corner.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Chartette&diff=46133Wonderful World/Chartette2019-04-12T16:12:20Z<p>Two: </p>
<hr />
<div>[[image:chartette.jpeg|<br />
'''Full Name:''' Chartette Leor (シャルテット・レオール)<br />
<br><br />
'''Age:''' 17<br />
<br><br />
'''Race:''' Ajin/Beastkin<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Being pet<br />
<br><br />
'''Dislikes:''' Thunder<br />
<br><br />
'''Values:''' Family<br />
<br><br />
'''Weapon:''' Giant Earth Shaking Sword<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Chartette, as of patch 0.938, is the strongest yet slowest character in the game, with normals that cover every angle, damage that can easily lead into combos that do 70% of your hp or more, and a projectile invuln, fullscreen air unblockable special that leads into an instant kill on counterhit. <br />
<br />
Chartette is best suited for people who really want to see their opponent suffer.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Void Impact (ヴォイドインパクト) || [[image:O.png]] or [[image:2.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Cannon Impact (キャノンインパクト) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Upper Swing (アッパースウィング) || [[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rolling Slash (ローリングスラッシュ) || Mash [[image:HS.png]] in the air<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Heavy Tail (ヘヴィテイル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Spiral Typhoon (スパイラルタイフーン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Drill Blade (ドリルブレイド) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rock Break (ロックブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Terra Break (テラブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 236P 2K 236P 214S<br />
<br />
'''Meterless, Near Corner''' 6HS 2K 236P 214S<br />
<br />
'''100% Meter, Anywhere''' 236HS Counterhit ~ 236HS 2S 5HS Finish Skill<br />
*ToD number 1, omit finish skill for oki if you dont have meter or want to save it for next round.<br />
<br />
'''100% Meter, Anywhere/Midscreen''' 6HS Finish Skill<br />
*ToD number 2, stupid cheap but will rarely hit. Will only 100 - 0 Aiwhen and Sasari in the corner.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Aiwhen&diff=46132Wonderful World/Aiwhen2019-04-12T16:09:35Z<p>Two: /* Background */</p>
<hr />
<div>[[image:PortraitAiwhen.JPEG|<br />
'''Full Name:''' Aiwhen Iize (アイウェン・イーゼ)<br />
<br><br />
'''Age:''' 14<br />
<br><br />
'''Occupation:''' Demon Hunter<br />
<br><br />
'''Height:''' 148cm<br />
<br><br />
'''Weight:''' 39kg<br />
<br><br />
'''3 Sizes:''' B70 W55 H75<br />
<br><br />
'''Interests:''' Knife-throwing practice <br />
<br><br />
'''Dislikes:'''&nbsp;&nbsp;&nbsp;Demons<br />
<br><br />
'''Values:'''&nbsp;&nbsp;&nbsp;Family Photos<br />
<br><br />
'''Weapon:'''&nbsp;&nbsp;&nbsp;Magical wind dagger<br />
|frame|right]]<br />
<br />
== Background ==<br />
Aiwhen is the youngest hunter belonging to the special troops "Magoku" of the Berga country. Her father died of illness while attaining a sense of mind, & she does not have much memory. When Aiwhen was young, her mother and sister were killed by a demon in front of her and she had a very strong grudge. She does not know how to live by herself rather than saying she is a Demon Hunter for the sake of an enemy, Aiwhen has a clause that just clears up resentment for the time being. Aiwhen is a dangerous daughter who when seeing a demon, it is a danger who is unnecessary and slashed with no questions, and even she is coming home with a lot of bruises. Still the ability is still developing, and she's always worried about her colleague Lynia. She tends to avoid being deeply in touch with people. Aiwhen thinks that the Knight Orders and Bounty Hunters are incompetent, she sees no particular reason to burn a sense of opposition beyond necessity, she tries to be a friend to those younger than her, but it results to her losing in a childish manner. Aiwhen admires well for adult women.<br />
<br />
== Game Play ==<br />
Aiwhen has amazing mobility and is able to relentlessly attack without too much fear of retaliation. Good balance of skills, but because of very low life a single mistake could leave you hurting. Her single hits are small damage so she needs to rely on long combos which will both build her a lot of Skill Gauge as well as build the opponent as lot of Counter Gauge. <br />
<br />
Aiwhen is recommended for players who like mixing opponents up in vortex hell or die trying.<br />
<br />
== Character Specific Data ==<br />
Total Life - 540<br />
<br><br />
Combo Hits Before Damage Reduction -<br />
<br />
= Move List =<br />
<br />
{| style="border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skills'''<br />
|-<br />
| Whirlwind / ワールウィンド || Direction [[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Vanish Haze / バニッシュヘイズ || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| Triple Jump / 3段ジャンプ || Able to triple jump<br />
|- style="background:#DDDDDD"<br />
| Two Airdashes / 多段空中ダッシュ || Can airdash twice (still overlaps with jumps)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Skills'''<br />
|-<br />
| Rapid Edge / ラピッドエッジ || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]] (Air usable and Breakable)<br />
|- style="background:#DDDDDD"<br />
| Solar Maiden / ソアーメイデン || [[image:6.png]][[image:2.png]][[image:3.png]][[image:+.png]][[image:S.png]]or[[image:HS.png]] (HS version Breakable)<br />
|-<br />
| Tempest Honeymoon / テンペストハネムーン || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]] [[image:P.png]]or[[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| Pure Dream / ピュアドリーム || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]] (Air only, Breakable)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finishing Moves'''<br />
|-<br />
| Fairy Dance / フェアリーダンス || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Beautiful Delete / ビューティフルデリート || [[image:2.png]][[image:1.png]][[image:4.png]][[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]] (Air usable and Breakable)<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
As Aiwhen, you want to get in with your really good buttons, and try to force a knockdown to run your oppressive mixup game.<br />
<br />
== Neutral Game ==<br />
Aiwhen's neutral is very good, she has a great jump-in (j.S), good horizontal range, three jumps, two airdashes and a fast run speed followed by a good low (2K). Against opponents who use slower/riskier options, you can use 4/6O to teleport to a more desireable spot, and in the air you can use the O button to instantly teleport to the ground.<br />
<br />
== Pressuring ==<br />
<br />
= Combos =<br />
Aiwhen's combo game is very important because youre essentially tickling the opponent to death. tk.236S combos are key to her higher damage combos, but they can be hard to master.<br />
Her air combos go by this format:<br />
• Loop j.K and j.S, end with j.HS and double jump, repeat, then end with j.214S<br />
• You can do a triple jump to extend the air combo a bit more, and deal more damage, but this will result in the opponent airteching before they hit the ground, even after j.214S.<br />
<br />
== BnBs ==<br />
<br />
'''Meterless, Anywhere:''' xx > 236P/K/S<br />
*Basic BnB; use P and K for mixups or 236S for oki. You can also replace 236P with 5/6O.<br />
<br />
'''50% meter, Anywhere:''' xx > 623HS > 22O > j.S j.HS > dj. > j.S j.HS j.S j.HS > j.214S<br />
*Basic 50% meter combo for when you are too new or lazy to go into tk.236S loops.<br />
<br />
'''50%-100% Meter, Anywhere:''' xx > 236S BRK/214214S > 5S 5HS > [tk.236S > 2P 5HS]xN > air combo > j.214S<br />
*Aiwhen's TK loop and her most important BnB. If you have the meter for it, you can use 214214S as your launcher instead of 236S BRK, as it will allow you to build meter during your combo (25%~).<br />
*For the number of repetitions of the TK loop you can do, it varies upon the character. On some such as Ryuza, you can get up to 5, while smaller characters such as Semnia you can only do 3 (average is 4 on most of the cast).<br />
<br />
'''50% Meter, Anywhere:''' tk.214S > BRK > [2P 5HS tk.236S]xN > air combo > j.214S<br />
*Instant overhead combo into tk.236S loops.<br />
<br />
'''100% Meter, Anywhere''' tk.j.S > j.214214S > (dash) > [2P 5HS tk.236S]xN > air combo > j.214S<br />
*Instant overhead j.S into high damage.<br />
<br />
'''Meterless, Anywhere''' 6HS overhead > 236P > 5S > tk.236S > [2P 5HS tk.236S]xN > air combo > j.214S<br />
<br />
'''Meterless, Corner:''' xx > 236P > (2P > xx > 236P)x2(?) > xx > 236P/K/S<br />
*Situational 236P loop only achievable in the corner.<br />
<br />
== Confirms ==<br />
'''Meterless, Anywhere''' [(CH or low to the ground)(j.)236S > 2S 5HS] / 6HS > [TK236S > 2P/S 5HS]xN > [Airchain]xN<br />
*Meterless confirm into TK loop that works on most of the cast.<br />
<br />
'''+100% Meter, Anywhere''' ... > Aircombo > j214214S > 5P/2S 5HS > Aircombo/TK loop<br />
*Super extender. With combos that have fewer hits, going into the TK loop is possible.<br />
<br />
'''+100% Meter, Anywhere''' OTG xx > 2146HS<br />
*OTG confirm into super, for tacking on extra damage.<br />
<br />
== OTG's ==<br />
j[xx]x2>214s, 236s, and any grabs will all put the opponent on knockdown. With Aiwhen OTG'ing should not be though of for extra damage but rather be used to get extra meter or force the opponent to perform a recovery and give you an extra chance to punish with another air combo. Aiwhen will not do much damage aside from a 100% meter OTG. With Aiwhen you can do a varied amount of OTG strings but not all of them are in favor for Aiwhen.<br />
<br />
'''OTG #1 Meterless Anywhere'''<br><br />
Dash -> 2K -> 5S -> 5HS<br><br />
This is the most basic setup so that all characters will be above Aiwhen when the opponent recovers. This can lead to an extra punish if done right or force the opponent to chicken block which puts you in control to keep another blockstring going or even perform a DP.<br><br />
<br />
'''OTG #2 100% Meter Anywhere'''<br><br />
Dash -> 2K -> 5S -> 5HS -> 2146HS<br><br />
This is the OTG in which Aiwhen can do a surprising amount of damage. While it is always better to save meter for a TK loop combo or 100% loop combo, this OTG is still very useful to memorize if you feel you need that extra bit of damage to finish off the match or you just have extra meter to spare. Also note that this will put the opponent back into otg so you can redo another chain or let them wakeup.<br />
<br />
'''OTG #3 Meterless Anywhere'''*<br><br />
Dash -> 2K -> 5S -> 5HS -> 236S<br><br />
Dash -> 2K -> 5HS -> 236S<br><br />
This one is also a little helpful for pulling that extra bit of damage and giving you a little more meter. It will also change the position you are facing so it can help with constantly changing direction against an opponent which can lead to many things to do.<br><br />
*(This one is dependent on character size. Smaller character such as Aiwhen, Sasari, Lunathia, Lemius, Orphe, Cielo will have the 236S whiff so you are restricted to the second OTG in this case.) <br />
<br />
'''OTG #4 Meterless Anywhere'''<br><br />
Dash -> 2K -> 5HS -> 236P <br><br />
Dash -> 2K -> 5HS -> 236K<br><br />
This one will teleport you either behind or forward depending on which version you do. This will give you advantage's in setups when the opponent recovers in midair.<br />
<br />
'''OTG #5 50% Meterless Anywhere'''*<br><br />
Dash -> 2K -> 5S -> 5HS -> 236S (BRK) -> 5K -> 5HS -> jP -> jK -> jS -> jHS -> 214S<br><br />
This one is a bit tricky. This is also only going to work on characters that are not small (see OTG #3). This combo is honestly not worth it at all unless you need that extra tick of damage to win because this will not give you much extra damage despite it being a longer chain then everything on here. It also has the hardest timing because you cannot be late on any of the followups after the break or the opponent can recover and go back into a neutral game. Use rarely but it is still handy to know about this combo. <br><br />
*Currently having a weird glitch where performing the break on the corner right side as player 1 will Aiwhen still on the left side even after the break, which will not allow you to perform the OTG so be careful of that.<br />
<br />
== Post OTG Game ==<br />
For post OTG, you are left with lots of options with Aiwhen. If you do any of the OTG's (aside from OTG #2) the opponent will have the ability to recover in the air which will work in your favor if you pressure them right or punish them also. The best option is to keep some form of pressure up, but be wary of the characters that have reversal DP's. You are at an advantage with most characters and are always able to keep a constant stream of pressure so do not be afraid to put pressure on.<br />
<br />
== Okizeme ==<br />
Aiwhen wants to use all her tools in a creative or unpredictable manner to keep from getting blocked or jumped out of.<br />
<br />
tk.214S is an instant overhead that causes hard knockdown, using your 236P/K projectiles can cause easy resets mid ground string, 22O is basically an unblockable for how unpredictable it is.<br />
Her teleports are really useful for resets as well, and you can jump over them on knockdown and press j.O for an easy left/right mixup that if done correctly can even fool you sometimes.<br />
j.S is another instant overhead that can combo into j.214214S into loops for relatively high damage.<br />
You can cross opponents up in the corner with 6O, 236P, and 22O as well.<br />
<br />
= Match-ups =<br />
<br />
'''[[Wonderful World/Chartette | Chartette]]:''' The most polarizing/depressing matchup you will ever play in your life. Chartette can end your life in one hit while you're there constantly doing 20 tk loops and teleporting left right and diagonally. In all seriousness, this matchup is not bad, and arguably in Aiwhen's favor which is saying a lot when you consider Chartette's matchup spread. Using teleports to punish her is a good idea, since almost every button she presses on the ground is pretty slow and leaves her vulnerable, and your air mobility can help you jump over her 236HS rock slam, and help you punish any bad neutral attempt coming from the Chartette. Be very careful not to get touched, as Aiwhen's abysmal defense values really shine in this matchup.<br />
= Move Details =<br />
<br />
== Special Skills ==<br />
'''Whirlwind''' - Aiwhen's Special Skill causes her to teleport via the use of the O button. Her teleport has various uses, from doing mixups to escaping pressure and dodging attacks. You can cancel most of her normals on hit or block into it as well. When using it, be careful as it does have a bit of startup and recovery, so you can get punished for abusing it. 5O teleports in place, 4/6O teleport forward and back, and j.O serves as a fastfall, teleporting Aiwhen to the ground.<br />
<br />
== Specials ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_236S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rapid Edge - (j.)236S'''</font> [ BRK ]<br />
|-valign="top"<br />
| Aiwhen does a quick dash forward, slashing the opponent for knockdown, a staple in her BnBs. Can be useful in neutral, but don't be reckless with it since you can be hit out of it pretty easily.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_623S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Solar Maiden - 623S/HS'''</font> [ BRK, Air Unblockable(HS version only) ]<br />
|-valign="top"<br />
| Aiwhen's DP. S version does one slash and is airblockable, not sure why you would use this in comparison to HS version. HS version does two slashes and is air unblockable. It is also BRK-able to make it safe or combo after it. Works as a reversal, has good vertical reach. <br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_236P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Tempest Honeymoon - 236P/K'''</font><br />
|-valign="top"<br />
| Aiwhen throws one of her daggers out horizontally. On hit or block, Aiwhen will teleport to the opponent. P version teleports behind the opponent, K version teleports above and in front of them. Do not whiff this move as it has terrible recovery; you won't recover until the dagger is off the stage itself and are left in a counterhit state until then. Best to only use it in blockstrings for mixups. Also, be wary when using P version in the corner and it lands on block; you can be thrown out of its recovery. With K version, be wary of anti-airs. Another thing to note is that this can also hit projectiles and take effect, teleporting still relevant to the opponent's location. <br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" |<br />
{|<br />
| [[image:Aiwhen_j.214S_1.PNG|left]] || [[image:Aiwhen_j.214S_2.PNG|left]]<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Pure Dream - j.214S'''</font> [ BRK ]<br />
|-valign="top"<br />
| Aiwhen does a flurry of spinning slashes in the air. When TK'd, it's an instant overhead into knockdown, or can be BRK'd into a combo of your choice if you've got the meter to spend. In aircombos, the opponent can tech if you do this move from three jumps high.<br />
<br />
|}<br />
<br />
== Finishing Moves ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2146HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Fairy Dance - 2146HS'''</font> [ BRK ]<br />
|-valign="top"<br />
| Autocombo super that hits about half-screen forward. Will work if it hits an OTG'd opponent. Final hit does a set amount of damage. Can be BRK'd to followup with a combo. <br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_214214S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Beautiful Delete - (j.)214214S'''</font><br />
|-valign="top"<br />
| Hits the whole screen. Can be comboed after.<br />
<br />
|}<br />
<br />
== Command Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_6HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
== Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_5P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font> [ <property1>, <property2> ] <notation> > <cancelsintothis>, <andthis...><br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_5K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_cl.5S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''cl.5S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_f.5S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''f.5S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_5HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
== Air Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.P'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.K'''</font> [ <property1>, <property2> ] <notation> > <cancelsintothis>, <andthis...><br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
= Frame Data =<br />
<br />
== Normals ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| 5P || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 5K || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| cl.5S || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| f.5S || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| 5HS || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 2P || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| 2K || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 2S || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| 2HS || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| j.P || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| j.K || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| j.S || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| j.HS || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 6HS || _ || _ || _ || _ || _ || _ || _<br />
|}<br />
<br />
== Specials ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| <special1> || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| <special2> || _ || _ || _ || _ || _ || _ || _<br />
|}<br />
<br />
== Finishing Skills ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| <super1> || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| <super2> || _ || _ || _ || _ || _ || _ || _<br />
|}<br />
<br />
== Notes ==<br />
*<nowiki>*</nowiki>1: <note1><br />
*<nowiki>*</nowiki>2: <note2><br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Chartette&diff=46131Wonderful World/Chartette2019-04-12T16:07:27Z<p>Two: </p>
<hr />
<div>[[image:Eldiowiki.jpg|<br />
'''Full Name:''' Eldio Gajral (エルディオ・ガジュラール)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Assassin<br />
<br><br />
'''Height:''' 172cm<br />
<br><br />
'''Weight:''' 59kg<br />
<br><br />
'''Likes:''' Torture<br />
<br><br />
'''Dislikes:''' Tough opponents<br />
<br><br />
'''Values:''' His goggles<br />
<br><br />
'''Weapon:''' The dagger "Psycho Edge"<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Eldio, as of patch 0.938, is weak in neutral game, but more than makes up for it with his absolutely soul-crushing mixup game, easily achieved by getting creative with his clones and his Shadow Move or Silent Killer stances. His mixup is better than Aiwhen's and that's saying a lot. He has a very low skill ceiling for combos, and has a very high skill ceiling for okizeme mixups, like being able to use clones to feint an overhead and a crossup, then uncrossup sweep them. Sadly, he deals the least amount of damage in the game (He needs atleast 20 ground confirms to kill you alone) but his mixup is really good and covers enough options that it might just be the end of the round if he ever gets in.<br />
<br />
Eldio is best suited for people who want to laugh at their opponent for not being able to "just block" his 100-way mixups.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Fake Vision (フェイクビジョン) || Any direction[[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Assassination (暗殺術) || His actions may move him or look like hes moving in separate directions. When using BRK, no natural BRK effects occur. <br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Eagle (イーグル) || [[image:2.png]][[image:+.png]][[image:HS.png]] (In air)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| *Shadow Move (シャドウムーブ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| *Silent Killer (サイレントキラー) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Raven (レイブン) || [[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Albatross (アルバトロス) || [[image:6.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Owl (アウル) || [[image:2.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|- style="background:#DDDDDD"<br />
| Vulture (ヴァルチャー) || [[image:4.png]][[image:+.png]][[image:S.png]] (*Followup)<br />
|-<br />
| Liar Pain (ライアーペイン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Genocide Carnival (ジェノサイドカーニバル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' (2P) 2K 5SS 5HS 2HS/236236K<br />
*Your main bread and butter. Let that sink in. It's not that bad once you consider Eldio's mixups, but your damage is more than pitiful off a regular grounded confirm, and you can't really do anything but 236236K or resets to really give yourself any more damage.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=File:Eldiowiki.jpg&diff=46130File:Eldiowiki.jpg2019-04-12T15:36:09Z<p>Two: </p>
<hr />
<div></div>Twohttps://wiki.gbl.gg/index.php?title=Mizuumi_Wiki:Roadmap&diff=46129Mizuumi Wiki:Roadmap2019-04-12T14:52:17Z<p>Two: </p>
<hr />
<div>This a partial list of wikis currently being worked upon at {{SITENAME}} and the level of completion they have. It is meant to aid in the coordination of current pending tasks as well as a guide for new editors to direct their help where it is most needed. Feel free to add/remove items on the games' "To-do" lists as milestones are reached.<br />
<br />
==[[Arcana_Heart_3/AH3|Arcana Heart 3]]==<br />
{{Progression|80}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Full frame data for characters and Arcana.<br />
*Fleshed out strategy sections.<br />
*Move descriptions for all characters.<br />
*Colors for most characters.<br />
| style="width: 50%;"|<br />
*No move image files.<br />
*Not all character have combos.<br />
|-<br />
|}<br />
<br />
==[[Arcana Heart 3/AH3LM|Arcana Heart 3 Love Max]]==<br />
{{Progression|10}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Move image files for some characters.<br />
| style="width: 50%;"|<br />
*Roadmap for this wiki can be found [[Arcana Heart 3/roadmap|here]].<br />
*Love Max wiki is for the most part a carbon copy of AH3 wiki with less info.<br />
|-<br />
|}<br />
<br />
==[[Arcana Heart 3/AH3LMSS|Arcana Heart 3 Love Max Six Stars]]==<br />
{{Progression|5}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Wiki uses new template with updated move descriptions.<br />
| style="width: 50%;"|<br />
*Majority of pages need to be made from scratch.<br />
*Contributors are adding new translations from JP wiki but double checking of info is very much needed.<br />
|-<br />
|}<br />
<br />
==[[Daemon Bride]]==<br />
{{Progression|0}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
<br />
| style="width: 50%;"|<br />
*Need to finish character template before start making the other ones.<br />
*Once templates are done, need to upload the sprites.<br />
*Need to write all system pages for this game.<br />
|-<br />
|}<br />
<br />
==[[Eternal Fighter Zero]]==<br />
{{Progression|30}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Character introductions.<br />
| style="width: 50%;"|<br />
*Finish applying the new template to all character pages and uploading move images where missing.<br />
*Rewrite several character pages with outdated information.<br />
*Move descriptions, basic strategy and combos for the character pages currently without them.<br />
*Research frame data missing on BambooSword.<br />
|-<br />
|}<br />
<br />
==[[Koihime Enbu|Koihime Enbu RyoRaiRai]]==<br />
{{Progression|85}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Main page has links to all versions of the game.<br />
*General pages have small but helpful content.<br />
*Full frame data on wiki as of ver 2.12.<br />
*Move images for all characters + strategists.<br />
*Combo videos for all characters.<br />
*Small gameplan sections for all characters.<br />
*External links for all characters for Twitter tech and full frame data spreadsheet.<br />
| style="width: 50%;"|<br />
*Expand Recommended Assist section under Gameplay for most characters.<br />
*Add more written combos, both normal and Hougeki.<br />
*Some images for EX moves missing like Sonken 214, Kannei 623, Shonshoukou 214, Shuutai 236/632146, Ryofu 236/623.<br />
*Missing characters on Shuutai's last name.<br />
*Might add character categories shared with [[Shin Koihime Musou]].<br />
|-<br />
|}<br />
<br />
==[[Matrimelee]]==<br />
{{Progression|5}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*System and control pages have good info.<br />
*Some character pages have been started.<br />
| style="width: 50%;"|<br />
*Pretty much everything else is missing. A good starting point would be to add full character movelists from [https://www.gamesdatabase.org/Media/SYSTEM/Arcade/commands/Commands_Matrimelee_-_Shin_Gouketsuji_Ichizoku_Toukon_-_2002_-_Noise_Factory.htm this page].<br />
|-<br />
|}<br />
<br />
==[[Melty Blood]]==<br />
{{Progression|20}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*FAQ, Resources, etc. (general section) pages are pretty much done<br />
*Some character pages are very complete (even though most of them lack something, like the C-Kohaku one that doesn't have frame data, images or special moves descriptions).<br />
| style="width: 50%;"|<br />
*Add images/hitboxes to character pages.<br />
*Not all characters have combos on their pages.<br />
*Update the pages of characters with more recent information (C-Ries, H-Seifuku Akiha, C-Arcueid etc.)<br />
*Add movelists on characters that don't have it listed.<br />
*Add frame data on character pages.<br />
*Overall some characters pages are totally empty (Koha&Mech pages, for example)<br />
|-<br />
|}<br />
<br />
==[[Million Arthur: Arcana Blood]]==<br />
{{Progression|35}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*All character pages have full movelists and images.<br />
*All character pages have colors.<br />
| style="width: 50%;"|<br />
*Nimue, Eternal Flame, Snow White, and Riesz do not have frame data. Koume is missing it on a few moves. Supers do not have frame data.<br />
*Only half the cast has written combos on their pages.<br />
*Most of the character pages are missing their Overview sections.<br />
*Important pages like Controls or HUD are missing.<br />
*Support Knight page needs strategy and properties.<br />
|-<br />
|}<br />
<br />
==[[Power Rangers: Battle for the Grid]]==<br />
{{Progression|10}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Pages Exist.<br />
*Some characters have combos.<br />
*There are images for at least some moves on every page.<br />
| style="width: 50%;"|<br />
*Most pages are either missing normal moves or missing images for moves.<br />
*Character profile images are missing.<br />
*Most characters do not have an overview.<br />
*Most characters do not have combos.<br />
*Most characters have nothing written for their normals.<br />
*No one has frame data.<br />
*System page is not written.<br />
|-<br />
|}<br />
<br />
==[[Under Night In-Birth/UNIST|Under Night In-Birth Exe:Late[st]]]==<br />
{{Progression|80}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*Full frame data.<br />
*Gameplay paragraphs range from brief to very detailed.<br />
*All characters have images for every move.<br />
| style="width: 50%;"|<br />
*Need to device new movelist template as the current one has a bunch of broken links.<br />
*Strategy and combos need to be expanded across the cast (refer to Google Doc primers).<br />
*Need to add more videos: tutorials, combos, etc.<br />
|-<br />
|}<br />
<br />
==[[Wonderful World]]==<br />
{{Progression|0}}<br />
{| class="wikitable" style="margin: auto; width: 50%;"<br />
! Completed !! To-do<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
<br />
| style="width: 50%;"|<br />
*Need to finish the last character pages.<br />
*Once character pages are done, need to update/remove? outdated information.<br />
*Need to add more information to the character pages.<br />
|-<br />
|}</div>Twohttps://wiki.gbl.gg/index.php?title=Template:Navbox-WanWan&diff=46117Template:Navbox-WanWan2019-04-11T18:21:27Z<p>Two: </p>
<hr />
<div>{| class="noprint toccolours" style="clear: both; width: 80%; margin: 0.5em auto;" cellpadding="2"<br />
| style="background-color:{{{color|#ccf}}}; font-weight:bold;text-align: center;" colspan="2" | ''[[Wonderful World]]''<br />
|-<br />
| width="15%" | '''General'''<br />
| [[Wonderful World|Front Page]] • [[Wonderful World/FAQ|FAQ]] • [[Wonderful World/Mechanics|Mechanics]] • [[Wonderful World/HUD|HUD]] • [[Wonderful World/Changes|Changes]] • [[Wonderful World/Lunaport|Netplay]] • [https://www55.atwiki.jp/ainefill_oinusama/ JP Wiki]<br />
<br />
|-<br />
| width="15%" | '''Characters'''<br />
| [[Wonderful World/Ryuza|Ryuza]] • [[Wonderful World/Duna|Duna]] • [[Wonderful World/Lemius|Lemius]] • [[Wonderful World/Aiwhen|Aiwhen]] • [[Wonderful World/Corona|Corona]] • [[Wonderful World/Sasari|Sasari]] • [[Wonderful World/Lunathia|Lunathia]] • [[Wonderful World/Orphe|Orphe]] • [[Wonderful World/Cielo|Cielo]]<br>[[Wonderful World/Alicephia|Alicephia]] • [[Wonderful World/Sabe|Sabe]] • [[Wonderful World/Neva|Neva]] • [[Wonderful World/Lynia|Lynia]] • [[Wonderful World/Friede|Friede]] • [[Wonderful World/Kiki|Kiki]] • [[Wonderful World/Chartette|Chartette]] • [[Wonderful World/Claudette|Claudette]] • [[Wonderful World/Shake|Shake]]<br> [[Wonderful World/Fuga|Fuga]] • [[Wonderful World/Eldio|Eldio]] • [[Wonderful World/Etielle|Etielle]] • [[Wonderful World/Pale|Pale]] • [[Wonderful World/Semnia|Semnia]] • [[Wonderful World/Rosalice|Rosalice]]<br />
<br />
|}<noinclude><br />
<br />
[[Category:Wonderful World]]<br />
<br />
</noinclude></div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Fuga&diff=46116Wonderful World/Fuga2019-04-11T17:57:58Z<p>Two: Created page with "image:Fugawiki.jpg| '''Full Name:''' Fuga Hartswell (フーガ・ハーツウェル) <br> '''Age:''' 20 <br> '''Profession:''' Assassin <br> '''Height:''' 165cm <br> '''Weig..."</p>
<hr />
<div>[[image:Fugawiki.jpg|<br />
'''Full Name:''' Fuga Hartswell (フーガ・ハーツウェル)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Assassin<br />
<br><br />
'''Height:''' 165cm<br />
<br><br />
'''Weight:''' 55kg<br />
<br><br />
'''Likes:''' Gun Maintenance<br />
<br><br />
'''Dislikes:''' The Organization<br />
<br><br />
'''Values:''' Her younger brother<br />
<br><br />
'''Weapon:''' Elemental Guns<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Fuga, as of patch 0.938, is a versatile character with many different, disjointed normals due to her bullets. She can switch between fire, ice, wind, and darkness element to give her an edge in battle, however she suffers greatly from being unable to find many openings to reload her guns after a knockdown, leaving her to risk reloading in neutral fairly frequently.<br />
<br />
Fuga is best suited for people who want to shoot others because they think it's fun.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Enchanted Barrett (エンチャントバレット) || Any direction or none[[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Enchantment Order (エンチャントオーダー) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Back Shot (バックショット) || [[image:2.png]][[image:+.png]][[image:HS.png]] (In air)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Aiming Fire (エイミングファイア ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Quick & Dead (クイック&デッド) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Needle Shoot (ニードルシュート) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| Cross Shot (クロスショット) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Gunner's High (ガンナーズハイ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| One Summer (ワンサマー) || [[image:6.png]][[image:2.png]][[image:3.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Spider Joker (スパイダージョーカー) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=File:Fugawiki.jpg&diff=46115File:Fugawiki.jpg2019-04-11T17:40:18Z<p>Two: </p>
<hr />
<div></div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Shake&diff=46114Wonderful World/Shake2019-04-11T17:36:57Z<p>Two: /* Introduction */</p>
<hr />
<div>[[image:Shakewiki.jpg|<br />
'''Full Name:''' Shake Highlander (シェイク・ハイランド)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Bounty hunter<br />
<br><br />
'''Nickname:''' Silence of Power<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Work<br />
<br><br />
'''Dislikes:''' Noisy places<br />
<br><br />
'''Values:''' His Elemental Bracelet<br />
<br><br />
'''Weapon:''' Sword Technique / Eye of the spirits<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Shake, as of patch 0.938, is a character with a very reactionary neutral, having a lot of good normals/specials to punish any option, a parry on his low, and good damage to go with it. His weakness is that he is slow in movement and his offense is terrible, so coming back from a losing match can be painful.<br />
<br />
Shake's special meter under his health bar dictates the number of charges his sword has. You use 236S to give yourself a charge. At 3 charges, his 236S becomes a fast unblockable with high damage.<br />
<br />
Shake is best suited for players who want to see through all their opponents options from character select to the end of the set.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Sword Silence (ソードサイレンス) || [[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| End of Sword (エンドオブソード) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Ultimate Sword (アルティメットソード) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Land Raise (ランドレイズ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Brandish Circle (ブランディッシュサークル) || [[image:6.png]][[image:2.png]][[image:3.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Torrent Rod (トレントロッド) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Cloud Rift (クラウドリフト) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Blade Hazard || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Eye of the Spirit (精霊の眼) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:P.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Shake&diff=46113Wonderful World/Shake2019-04-11T17:34:57Z<p>Two: Created page with "image:Shakewiki.jpg| '''Full Name:''' Shake Highlander (シェイク・ハイランド) <br> '''Age:''' 20 <br> '''Profession:''' Bounty hunter <br> '''Nickname:''' Silence..."</p>
<hr />
<div>[[image:Shakewiki.jpg|<br />
'''Full Name:''' Shake Highlander (シェイク・ハイランド)<br />
<br><br />
'''Age:''' 20<br />
<br><br />
'''Profession:''' Bounty hunter<br />
<br><br />
'''Nickname:''' Silence of Power<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Work<br />
<br><br />
'''Dislikes:''' Noisy places<br />
<br><br />
'''Values:''' His Elemental Bracelet<br />
<br><br />
'''Weapon:''' Sword Technique / Eye of the spirits<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Shake, as of patch 0.938, is a character with a very reactionary neutral, having a lot of good normals/specials to punish any option, a parry on his low, and good damage to go with it. His weakness is that he is slow in movement and his offense is terrible, so coming back from a losing match can be painful.<br />
<br />
Shake is best suited for players who want to see through all their opponents options from character select to the end of the set.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Sword Silence (ソードサイレンス) || [[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| End of Sword (エンドオブソード) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Ultimate Sword (アルティメットソード) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Land Raise (ランドレイズ) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| Brandish Circle (ブランディッシュサークル) || [[image:6.png]][[image:2.png]][[image:3.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Torrent Rod (トレントロッド) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Cloud Rift (クラウドリフト) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Blade Hazard || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Eye of the Spirit (精霊の眼) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:P.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=File:Shakewiki.jpg&diff=46112File:Shakewiki.jpg2019-04-11T17:17:06Z<p>Two: </p>
<hr />
<div></div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Aiwhen&diff=46111Wonderful World/Aiwhen2019-04-11T17:12:12Z<p>Two: </p>
<hr />
<div>[[image:PortraitAiwhen.JPEG|<br />
'''Full Name:''' Aiwhen Iize (アイウェン・イーゼ)<br />
<br><br />
'''Age:''' 14<br />
<br><br />
'''Occupation:''' Demon Hunter<br />
<br><br />
'''Height:''' 148cm<br />
<br><br />
'''Weight:''' 39kg<br />
<br><br />
'''3 Sizes:''' B70 W55 H75<br />
<br><br />
'''Interests:''' Knife-throwing practice <br />
<br><br />
'''Dislikes:'''&nbsp;&nbsp;&nbsp;Demons<br />
<br><br />
'''Values:'''&nbsp;&nbsp;&nbsp;Family Photos<br />
<br><br />
'''Weapon:'''&nbsp;&nbsp;&nbsp;Magical wind dagger<br />
|frame|right]]<br />
<br />
== Background ==<br />
Aiwhen is the youngest hunter belonging to the special troops "Magoku" of the Berga country. Her father died of illness while attaining a sense of mind, & she does not have much memory. When Aiwhen was young, her mother and sister were killed by a demon in front of her and she had a very strong grudge. She does not know how to live by herself rather than saying she is a Demon Hunter for the sake of an enemy, Aiwhen has a clause that just clears up resentment for the time being. Aiwhen is a dangerous daughter who when seeing a demon, it is a danger who is unnecessary and slashed with no questions, and even she is coming home with a lot of bruises. Still the ability is still developing, and she's always worried about her colleague Lynia. She tends to avoid being deeply in touch with people. Aiwhen thinks that the Knight Orders and Bounty Hunters are incompetent, she sees no particular reason to burn a sense of opposition beyond necessity, she tries to be a friend to those younger than her, but it results to her losing in a childish manner. Aiwhen admires well for adult women.<br />
<br />
ベルガ国の特殊部隊「魔狩」に所属する最年少の狩人。<br />
父親は生まれた時にはすでに病死しており、会ったことは無い。<br />
幼い頃に、母親と妹を目の前で魔族に殺され、非常に強い恨みを持つ。<br />
仇打ちのために魔狩に身をおいていると言うよりは、一人になってどう生きればいいかわからないので、とりあえず闇雲に恨みを晴らしているだけの節がある。<br />
魔族と見るや、問答無用で斬りかかる危なっかしい娘で、よく傷だらけで帰宅するハメにも。<br />
まだ実力が発展途上であり、同じく魔狩所属のリニアからいつも心配されている。<br />
ツンツンしており、人と深く接することを避ける傾向にある。<br />
騎士団や賞金稼ぎを無能者集団だと思っており、特に理由もなく必要以上に対抗意識を燃やしていたり、年下相手には大人ぶってみたり、負けず嫌いで子供っぽい。<br />
大人の女性にはよく懐く。<br />
<br />
使用武器の名は「リンドブルム」。<br />
8本セットの短剣。<br />
非常に軽いが、強度がない。<br />
<br />
== Game Play ==<br />
Aiwhen has amazing mobility and is able to relentlessly attack without too much fear of retaliation. Good balance of skills, but because of very low life a single mistake could leave you hurting. Her single hits are small damage so she needs to rely on long combos which will both build her a lot of Skill Gauge as well as build the opponent as lot of Counter Gauge. <br />
<br />
Aiwhen is recommended for players who like mixing opponents up in vortex hell or die trying.<br />
<br />
== Character Specific Data ==<br />
Total Life - 540<br />
<br><br />
Combo Hits Before Damage Reduction -<br />
<br />
= Move List =<br />
<br />
{| style="border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skills'''<br />
|-<br />
| Whirlwind / ワールウィンド || Direction [[image:+.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Vanish Haze / バニッシュヘイズ || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| Triple Jump / 3段ジャンプ || Able to triple jump<br />
|- style="background:#DDDDDD"<br />
| Two Airdashes / 多段空中ダッシュ || Can airdash twice (still overlaps with jumps)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Skills'''<br />
|-<br />
| Rapid Edge / ラピッドエッジ || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]] (Air usable and Breakable)<br />
|- style="background:#DDDDDD"<br />
| Solar Maiden / ソアーメイデン || [[image:6.png]][[image:2.png]][[image:3.png]][[image:+.png]][[image:S.png]]or[[image:HS.png]] (HS version Breakable)<br />
|-<br />
| Tempest Honeymoon / テンペストハネムーン || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]] [[image:P.png]]or[[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| Pure Dream / ピュアドリーム || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]] (Air only, Breakable)<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finishing Moves'''<br />
|-<br />
| Fairy Dance / フェアリーダンス || [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Beautiful Delete / ビューティフルデリート || [[image:2.png]][[image:1.png]][[image:4.png]][[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]] (Air usable and Breakable)<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
As Aiwhen, you want to get in with your really good buttons, and try to force a knockdown to run your oppressive mixup game.<br />
<br />
== Neutral Game ==<br />
Aiwhen's neutral is very good, she has a great jump-in (j.S), good horizontal range, three jumps, two airdashes and a fast run speed followed by a good low (2K). Against opponents who use slower/riskier options, you can use 4/6O to teleport to a more desireable spot, and in the air you can use the O button to instantly teleport to the ground.<br />
<br />
== Pressuring ==<br />
<br />
= Combos =<br />
Aiwhen's combo game is very important because youre essentially tickling the opponent to death. tk.236S combos are key to her higher damage combos, but they can be hard to master.<br />
Her air combos go by this format:<br />
• Loop j.K and j.S, end with j.HS and double jump, repeat, then end with j.214S<br />
• You can do a triple jump to extend the air combo a bit more, and deal more damage, but this will result in the opponent airteching before they hit the ground, even after j.214S.<br />
<br />
== BnBs ==<br />
<br />
'''Meterless, Anywhere:''' xx > 236P/K/S<br />
*Basic BnB; use P and K for mixups or 236S for oki. You can also replace 236P with 5/6O.<br />
<br />
'''50% meter, Anywhere:''' xx > 623HS > 22O > j.S j.HS > dj. > j.S j.HS j.S j.HS > j.214S<br />
*Basic 50% meter combo for when you are too new or lazy to go into tk.236S loops.<br />
<br />
'''50%-100% Meter, Anywhere:''' xx > 236S BRK/214214S > 5S 5HS > [tk.236S > 2P 5HS]xN > air combo > j.214S<br />
*Aiwhen's TK loop and her most important BnB. If you have the meter for it, you can use 214214S as your launcher instead of 236S BRK, as it will allow you to build meter during your combo (25%~).<br />
*For the number of repetitions of the TK loop you can do, it varies upon the character. On some such as Ryuza, you can get up to 5, while smaller characters such as Semnia you can only do 3 (average is 4 on most of the cast).<br />
<br />
'''50% Meter, Anywhere:''' tk.214S > BRK > [2P 5HS tk.236S]xN > air combo > j.214S<br />
*Instant overhead combo into tk.236S loops.<br />
<br />
'''100% Meter, Anywhere''' tk.j.S > j.214214S > (dash) > [2P 5HS tk.236S]xN > air combo > j.214S<br />
*Instant overhead j.S into high damage.<br />
<br />
'''Meterless, Anywhere''' 6HS overhead > 236P > 5S > tk.236S > [2P 5HS tk.236S]xN > air combo > j.214S<br />
<br />
'''Meterless, Corner:''' xx > 236P > (2P > xx > 236P)x2(?) > xx > 236P/K/S<br />
*Situational 236P loop only achievable in the corner.<br />
<br />
== Confirms ==<br />
'''Meterless, Anywhere''' [(CH or low to the ground)(j.)236S > 2S 5HS] / 6HS > [TK236S > 2P/S 5HS]xN > [Airchain]xN<br />
*Meterless confirm into TK loop that works on most of the cast.<br />
<br />
'''+100% Meter, Anywhere''' ... > Aircombo > j214214S > 5P/2S 5HS > Aircombo/TK loop<br />
*Super extender. With combos that have fewer hits, going into the TK loop is possible.<br />
<br />
'''+100% Meter, Anywhere''' OTG xx > 2146HS<br />
*OTG confirm into super, for tacking on extra damage.<br />
<br />
== OTG's ==<br />
j[xx]x2>214s, 236s, and any grabs will all put the opponent on knockdown. With Aiwhen OTG'ing should not be though of for extra damage but rather be used to get extra meter or force the opponent to perform a recovery and give you an extra chance to punish with another air combo. Aiwhen will not do much damage aside from a 100% meter OTG. With Aiwhen you can do a varied amount of OTG strings but not all of them are in favor for Aiwhen.<br />
<br />
'''OTG #1 Meterless Anywhere'''<br><br />
Dash -> 2K -> 5S -> 5HS<br><br />
This is the most basic setup so that all characters will be above Aiwhen when the opponent recovers. This can lead to an extra punish if done right or force the opponent to chicken block which puts you in control to keep another blockstring going or even perform a DP.<br><br />
<br />
'''OTG #2 100% Meter Anywhere'''<br><br />
Dash -> 2K -> 5S -> 5HS -> 2146HS<br><br />
This is the OTG in which Aiwhen can do a surprising amount of damage. While it is always better to save meter for a TK loop combo or 100% loop combo, this OTG is still very useful to memorize if you feel you need that extra bit of damage to finish off the match or you just have extra meter to spare. Also note that this will put the opponent back into otg so you can redo another chain or let them wakeup.<br />
<br />
'''OTG #3 Meterless Anywhere'''*<br><br />
Dash -> 2K -> 5S -> 5HS -> 236S<br><br />
Dash -> 2K -> 5HS -> 236S<br><br />
This one is also a little helpful for pulling that extra bit of damage and giving you a little more meter. It will also change the position you are facing so it can help with constantly changing direction against an opponent which can lead to many things to do.<br><br />
*(This one is dependent on character size. Smaller character such as Aiwhen, Sasari, Lunathia, Lemius, Orphe, Cielo will have the 236S whiff so you are restricted to the second OTG in this case.) <br />
<br />
'''OTG #4 Meterless Anywhere'''<br><br />
Dash -> 2K -> 5HS -> 236P <br><br />
Dash -> 2K -> 5HS -> 236K<br><br />
This one will teleport you either behind or forward depending on which version you do. This will give you advantage's in setups when the opponent recovers in midair.<br />
<br />
'''OTG #5 50% Meterless Anywhere'''*<br><br />
Dash -> 2K -> 5S -> 5HS -> 236S (BRK) -> 5K -> 5HS -> jP -> jK -> jS -> jHS -> 214S<br><br />
This one is a bit tricky. This is also only going to work on characters that are not small (see OTG #3). This combo is honestly not worth it at all unless you need that extra tick of damage to win because this will not give you much extra damage despite it being a longer chain then everything on here. It also has the hardest timing because you cannot be late on any of the followups after the break or the opponent can recover and go back into a neutral game. Use rarely but it is still handy to know about this combo. <br><br />
*Currently having a weird glitch where performing the break on the corner right side as player 1 will Aiwhen still on the left side even after the break, which will not allow you to perform the OTG so be careful of that.<br />
<br />
== Post OTG Game ==<br />
For post OTG, you are left with lots of options with Aiwhen. If you do any of the OTG's (aside from OTG #2) the opponent will have the ability to recover in the air which will work in your favor if you pressure them right or punish them also. The best option is to keep some form of pressure up, but be wary of the characters that have reversal DP's. You are at an advantage with most characters and are always able to keep a constant stream of pressure so do not be afraid to put pressure on.<br />
<br />
== Okizeme ==<br />
Aiwhen wants to use all her tools in a creative or unpredictable manner to keep from getting blocked or jumped out of.<br />
<br />
tk.214S is an instant overhead that causes hard knockdown, using your 236P/K projectiles can cause easy resets mid ground string, 22O is basically an unblockable for how unpredictable it is.<br />
Her teleports are really useful for resets as well, and you can jump over them on knockdown and press j.O for an easy left/right mixup that if done correctly can even fool you sometimes.<br />
j.S is another instant overhead that can combo into j.214214S into loops for relatively high damage.<br />
You can cross opponents up in the corner with 6O, 236P, and 22O as well.<br />
<br />
= Match-ups =<br />
<br />
'''[[Wonderful World/Chartette | Chartette]]:''' The most polarizing/depressing matchup you will ever play in your life. Chartette can end your life in one hit while you're there constantly doing 20 tk loops and teleporting left right and diagonally. In all seriousness, this matchup is not bad, and arguably in Aiwhen's favor which is saying a lot when you consider Chartette's matchup spread. Using teleports to punish her is a good idea, since almost every button she presses on the ground is pretty slow and leaves her vulnerable, and your air mobility can help you jump over her 236HS rock slam, and help you punish any bad neutral attempt coming from the Chartette. Be very careful not to get touched, as Aiwhen's abysmal defense values really shine in this matchup.<br />
= Move Details =<br />
<br />
== Special Skills ==<br />
'''Whirlwind''' - Aiwhen's Special Skill causes her to teleport via the use of the O button. Her teleport has various uses, from doing mixups to escaping pressure and dodging attacks. You can cancel most of her normals on hit or block into it as well. When using it, be careful as it does have a bit of startup and recovery, so you can get punished for abusing it. 5O teleports in place, 4/6O teleport forward and back, and j.O serves as a fastfall, teleporting Aiwhen to the ground.<br />
<br />
== Specials ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_236S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rapid Edge - (j.)236S'''</font> [ BRK ]<br />
|-valign="top"<br />
| Aiwhen does a quick dash forward, slashing the opponent for knockdown, a staple in her BnBs. Can be useful in neutral, but don't be reckless with it since you can be hit out of it pretty easily.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_623S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Solar Maiden - 623S/HS'''</font> [ BRK, Air Unblockable(HS version only) ]<br />
|-valign="top"<br />
| Aiwhen's DP. S version does one slash and is airblockable, not sure why you would use this in comparison to HS version. HS version does two slashes and is air unblockable. It is also BRK-able to make it safe or combo after it. Works as a reversal, has good vertical reach. <br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_236P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Tempest Honeymoon - 236P/K'''</font><br />
|-valign="top"<br />
| Aiwhen throws one of her daggers out horizontally. On hit or block, Aiwhen will teleport to the opponent. P version teleports behind the opponent, K version teleports above and in front of them. Do not whiff this move as it has terrible recovery; you won't recover until the dagger is off the stage itself and are left in a counterhit state until then. Best to only use it in blockstrings for mixups. Also, be wary when using P version in the corner and it lands on block; you can be thrown out of its recovery. With K version, be wary of anti-airs. Another thing to note is that this can also hit projectiles and take effect, teleporting still relevant to the opponent's location. <br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" |<br />
{|<br />
| [[image:Aiwhen_j.214S_1.PNG|left]] || [[image:Aiwhen_j.214S_2.PNG|left]]<br />
|}<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Pure Dream - j.214S'''</font> [ BRK ]<br />
|-valign="top"<br />
| Aiwhen does a flurry of spinning slashes in the air. When TK'd, it's an instant overhead into knockdown, or can be BRK'd into a combo of your choice if you've got the meter to spend. In aircombos, the opponent can tech if you do this move from three jumps high.<br />
<br />
|}<br />
<br />
== Finishing Moves ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2146HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Fairy Dance - 2146HS'''</font> [ BRK ]<br />
|-valign="top"<br />
| Autocombo super that hits about half-screen forward. Will work if it hits an OTG'd opponent. Final hit does a set amount of damage. Can be BRK'd to followup with a combo. <br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_214214S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Beautiful Delete - (j.)214214S'''</font><br />
|-valign="top"<br />
| Hits the whole screen. Can be comboed after.<br />
<br />
|}<br />
<br />
== Command Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_6HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
== Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_5P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font> [ <property1>, <property2> ] <notation> > <cancelsintothis>, <andthis...><br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_5K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_cl.5S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''cl.5S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_f.5S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''f.5S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_5HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_2HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
== Air Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.P.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.P'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.K.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.K'''</font> [ <property1>, <property2> ] <notation> > <cancelsintothis>, <andthis...><br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.S.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.S'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:Aiwhen_j.HS.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.HS'''</font> [ <property1>, <property2> ]<br />
|-valign="top"<br />
| <description><br />
<br />
|}<br />
<br />
= Frame Data =<br />
<br />
== Normals ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| 5P || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 5K || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| cl.5S || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| f.5S || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| 5HS || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 2P || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| 2K || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 2S || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| 2HS || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| j.P || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| j.K || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| j.S || _ || _ || _ || _ || _ || _ || _<br />
|-<br />
| j.HS || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| 6HS || _ || _ || _ || _ || _ || _ || _<br />
|}<br />
<br />
== Specials ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| <special1> || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| <special2> || _ || _ || _ || _ || _ || _ || _<br />
|}<br />
<br />
== Finishing Skills ==<br />
{| style="width:500px; border:1px solid silver"<br />
|- style="background:#B0B0B0"<br />
! Move !! Startup !! Duration !! Recovery !! Total !! Attack Level !! Grounded Frame Advantage !! Aerial Frame Advantage<br />
|-<br />
| <super1> || _ || _ || _ || _ || _ || _ || _<br />
|- style="background:#DDDDDD"<br />
| <super2> || _ || _ || _ || _ || _ || _ || _<br />
|}<br />
<br />
== Notes ==<br />
*<nowiki>*</nowiki>1: <note1><br />
*<nowiki>*</nowiki>2: <note2><br />
<br />
{{WW}}<br />
<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Kiki&diff=46070Wonderful World/Kiki2019-04-10T08:37:21Z<p>Two: /* Move List */</p>
<hr />
<div>[[image:Kikiwiki.jpeg|<br />
'''Full Name:''' Kiki Sayabashiri (キキ・サヤバシリ)<br />
<br><br />
'''Age:''' 13<br />
<br><br />
'''Profession:''' Ninja<br />
<br><br />
'''Height:''' 135 cm<br />
<br><br />
'''Weight:''' 34 kg<br />
<br><br />
'''Likes:''' Japanese food<br />
<br><br />
'''Dislikes:''' Western food<br />
<br><br />
'''Values:''' Thick Geta (Footwear)<br />
<br><br />
'''Weapon:''' Sheathed Running Technique<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Kiki is a mixup character, with a unique fighting style that may be hard to get used to.<br />
Her ground movement is based on her Rapid Dash original action, that allows for several followups but during which she cannot block, while her regular ground dash forces her into the air, where she has very poor normals. Playing neutral with Kiki requires a lot of patience, but once she gets in, she has access to good crossup tools to mix the opponent up.<br />
<br />
Information on this page refers to version 0.938 of the game.<br />
<br />
'''Pros'''<br />
*Good crossup tools<br />
*Command grab that does good damage and can be followed into her finishing skill<br />
*Poor reversal can become pretty scary when you have the meter to follow it with her finishing skill<br />
<br />
'''Cons'''<br />
*Terrible normals, especially in the air, make neutral a real struggle<br />
*Very poor tools to deal with opponents in the air<br />
*Hard to get out of pressure due to poor normals and an unreliable reversal<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Rapid Dash (疾駆) || [[image:O.png]] (Direction sensitive)<br />
|- style="background:#DDDDDD"<br />
| Lightning Flash (電光石火) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| Sheathed Running Technique (鞘走流体術) || Kiki can cancel her Rapid Dash followups into more followups twice, for a total of 3 followups. She cannot cancel into the same followup twice in a row. She cannot cancel her air followups into double jump or air dash.<br />
|- style="background: #DDDDDD"<br />
| Hiryan - Two (飛燕・弐式) || (While on wall using Hiryan) [[image:O.png]]<br />
|-<br />
| Hiryan Kai (飛燕・改) || (In the air after Hiryan) [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|- style="background: #DDDDDD"<br />
| Hiryan Riki (飛燕・参式) || (While on wall using Hiryan) [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Rapid Fire Thrust (速射突き) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Round Moon (円月) || (While in Quick Dash) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Water Slash (水面斬り) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Kazanagi (風薙) || (While Rapid Dashing) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| Heaven Blaze (陽炎) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| Hayan (飛燕) || (While Rapid Dashing) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Swift Eagle (鷲迅脚) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rakugo (極楽鳥) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| Iron Hammer Drop (鉄槌落とし) || (Air) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Third Passage (三途渡し) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Meteor Fall (流星落) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Substitution (変わり身) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Early Summer Moonlit Beheading (五月雨月光斬) || (After the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution) [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 2K 5SS 5H 2H 5O 214S~j.214HS~j.236S<br />
*Basic BnB that works anywhere on the screen, but does little damage. Will cause considerable hard knockdown time. You can hit the opponent off the ground afterwards with 2P 2HS 5O to add a tiny little bit more damage and go into Rapid Dash.<br />
<br />
= Move Details =<br />
<br />
== Specials ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rapid Fire Thrust - 236S (Rapid Dash followup)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Kiki moves forward quickly and does a stab. Hits mid and, like every followup, is very minus on block. May be used with a forward Rapid Dash to quickly close the distance.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Round Moon - 214S/j.214S (Rapid Dash followup, also usable as an air followup) or j.214S (in the air)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Upwards slash kick. Puts Kiki in the air, where she can follow with j.236HS, j.214HS or j.236S. The hitbox is nowhere near as good as the sprite makes it look, and it's very unsafe on block, but it is air-unblockable. It can also be used outside of Rapid Dash, during a jump, but it will not be air-unblockable, and will leave Kiki falling helplessly on whiff, making it a very risky move.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Water Slash - 236HS (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Similar to her 236S followup, Kiki moves forward quickly and slashes at the opponent's feet. Slightly slower but with more reach, it's good to close the distance and hits low.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Kazanagi - 214HS (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Kiki jumps forward and does a full circle slash. Despite how it looks, it hits mid and does not cross up. Will put Kiki in the air<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Heaven Blaze - 236K (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Kiki quickly teleports a set distance forward. It recovers very quickly so it's very good to crossup the opponent. Cannot be cancelled into more followups.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Hayan - j.214K (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Quick jump at the wall behind her. Kiki sticks to the wall for a brief moment. Holding a direction as she jumps off the wall will influence the angle. As most of her Rapid Dash followups are very unsafe on block, this is a good way to get yourself out of trouble when the opponent blocks your attacks. Cannot be cancelled into more followups.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Swift Eagle - j.236S'''</font><br />
|-valign="top"<br />
| Dive kick. Mostly a combo ender. While her Rapid Dash followups can be cancelled into this, it does not count as a Rapid Dash followup, so you cannot cancel it into more followups.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rakugo - j.236HS (Rapid Dash air followup)'''</font><br />
|-valign="top"<br />
| Rapid Dash air followup that can also be used as a regular air special. Very, very slow kick that wallbounces the opponent.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Iron Hammer Drop - j.214HS (Rapid Dash air followup)'''</font><br />
|-valign="top"<br />
| Rapid Dash air followup that can also be used as a regular air special. Kiki swings her leg downwards. Will bounce the opponent on the ground, making it common in combos.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Third Passage - 236K'''</font><br />
|-valign="top"<br />
| Kiki jumps forwards and grabs the opponent. Despite how it looks, it is not unblockable and hits mid. Very slow to come out and will whiff against airborne opponents, making this a very hard to land move. It can be used to go over lows from a distance and punish. Can be cancelled into her super on hit.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Meteor Fall - 236P'''</font><br />
|-valign="top"<br />
| Command grab. Slow startup, but it can be cancelled into her super after smacking the opponent on the ground. If you hold left or right as Kiki jumps into the air, she will move forward or backwards a bit, which can be helpful to ensure the super will connect.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Substitution - 214P'''</font><br />
|-valign="top"<br />
| Kiki waits for the opponent to attack and, when hit, will teleport above in the air. The closest thing to a reversal that Kiki has. Very fast to come out, but unfortunately, due to Kiki's poor air normals, she might get hit as you're trying to punish the opponent without them even realizing what you're doing. It can however be cancelled into her super upon getting hit, making it a considerable threat with meter.<br />
|}<br />
<br />
== Finishing Moves ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Early Summer Moonlit Beheading - 2146K (after the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution) '''</font><br />
|-valign="top"<br />
| Kiki jumps on the wall behind her and then dives forward, slashing the opponent multiple times in front of the moon. Can only be used after the third followup of a Rapid Dash, or after Third Passage, Meteor Fall or Substitution. The arc she covers while diving is not very big, so you will need a good understanding of the situation or you might whiff this.<br />
|}<br />
<br />
== Command Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font><br />
|-valign="top"<br />
| Universal overhead. Decent range, can be cancelled into a jump or Rapid Dash.<br />
<br />
|}<br />
<br />
== Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font><br />
|-valign="top"<br />
| Standard 5P, not bad reach for how fast it is.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font><br />
|-valign="top"<br />
| Very similar to 5P, but hits low.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font><br />
|-valign="top"<br />
| Knee attack, with pathetic range. You won't be using this much.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font><br />
|-valign="top"<br />
| A somewhat slow kick with decent range, but hits mid.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''cl.5S'''</font><br />
|-valign="top"<br />
| Slash with her dagger that only happens when close to the opponent. If you press S again, her f.5S will come out, so you will be using this in combos.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''f.5S'''</font><br />
|-valign="top"<br />
| Kiki hops forward and kicks the opponent. Overall it covers a good distance, but it is very slow, so it's best used to punish whiffs.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font><br />
|-valign="top"<br />
| Kiki slashes above her. Will not hit grounded opponents, not even at point blank, so make sure not to accidentally use this or you will whiff. Not very good as an anti-air either, but it may stop opponents trying to cross you up.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5HS'''</font><br />
|-valign="top"<br />
| Kiki's best normal. She steps forward and slashes downwards. Better reach and also faster than 5S. Can also be used to hit opponents trying to jump away, or as a situational anti-air. Will force knockdown on an airborne opponent.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2HS'''</font><br />
|-valign="top"<br />
| Hits low and trips the opponent. Good reach. Can be followed with Rapid Dash for combos or to extend pressure.<br />
<br />
|}<br />
<br />
== Air Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.P'''</font><br />
|-valign="top"<br />
| Elbow attack angled upwards. Abysmal range. You can however cancel j.K into this, for a double overhead.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.K'''</font><br />
|-valign="top"<br />
| Downwards-angled kick. Somewhat of a jump-in normal, but it has a very small hitbox, even smaller than what the sprite suggests. Can be cancelled into j.P for a double overhead<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.S'''</font><br />
|-valign="top"<br />
| Upwards slash. Her best air-to-air normal, but due to so many characters having good downwards-angled air normals, it is not as useful as it looks.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.HS'''</font><br />
|-valign="top"<br />
| Downwards-angled slash. Better than j.K, but still doesn't have much reach and cannot be cancelled into j.P. It does hit behind Kiki as well, so it can be used for crossups.<br />
<br />
|}<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Kiki&diff=46069Wonderful World/Kiki2019-04-10T08:36:57Z<p>Two: /* Move List */</p>
<hr />
<div>[[image:Kikiwiki.jpeg|<br />
'''Full Name:''' Kiki Sayabashiri (キキ・サヤバシリ)<br />
<br><br />
'''Age:''' 13<br />
<br><br />
'''Profession:''' Ninja<br />
<br><br />
'''Height:''' 135 cm<br />
<br><br />
'''Weight:''' 34 kg<br />
<br><br />
'''Likes:''' Japanese food<br />
<br><br />
'''Dislikes:''' Western food<br />
<br><br />
'''Values:''' Thick Geta (Footwear)<br />
<br><br />
'''Weapon:''' Sheathed Running Technique<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Kiki is a mixup character, with a unique fighting style that may be hard to get used to.<br />
Her ground movement is based on her Rapid Dash original action, that allows for several followups but during which she cannot block, while her regular ground dash forces her into the air, where she has very poor normals. Playing neutral with Kiki requires a lot of patience, but once she gets in, she has access to good crossup tools to mix the opponent up.<br />
<br />
Information on this page refers to version 0.938 of the game.<br />
<br />
'''Pros'''<br />
*Good crossup tools<br />
*Command grab that does good damage and can be followed into her finishing skill<br />
*Poor reversal can become pretty scary when you have the meter to follow it with her finishing skill<br />
<br />
'''Cons'''<br />
*Terrible normals, especially in the air, make neutral a real struggle<br />
*Very poor tools to deal with opponents in the air<br />
*Hard to get out of pressure due to poor normals and an unreliable reversal<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Rapid Dash (疾駆) || [[image:O.png]] (Direction sensitive)<br />
|- style="background:#DDDDDD"<br />
| Lightning Flash (電光石火) || [[image:2.png]] [[image:2.png]] [[image:+.png]][[image:O.png]]<br />
|-<br />
| Sheathed Running Technique (鞘走流体術) || Kiki can cancel her Rapid Dash followups into more followups twice, for a total of 3 followups. She cannot cancel into the same followup twice in a row. She cannot cancel her air followups into double jump or air dash.<br />
|- style="background: #DDDDDD"<br />
| Hiryan - Two (飛燕・弐式) || (While on wall using Hiryan) [[image:O.png]]<br />
|-<br />
| Hiryan Kai (飛燕・改) || (In the air after Hiryan) [[image:2.png]][image:2.png]][[image:+.png]][[image:O.png]]<br />
|- style="background: #DDDDDD"<br />
| Hiryan Riki (飛燕・参式) || (While on wall using Hiryan) [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Rapid Fire Thrust (速射突き) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Round Moon (円月) || (While in Quick Dash) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Water Slash (水面斬り) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Kazanagi (風薙) || (While Rapid Dashing) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| Heaven Blaze (陽炎) || (While Rapid Dashing) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| Hayan (飛燕) || (While Rapid Dashing) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Swift Eagle (鷲迅脚) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rakugo (極楽鳥) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| Iron Hammer Drop (鉄槌落とし) || (Air) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Third Passage (三途渡し) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Meteor Fall (流星落) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Substitution (変わり身) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Early Summer Moonlit Beheading (五月雨月光斬) || (After the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution) [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 2K 5SS 5H 2H 5O 214S~j.214HS~j.236S<br />
*Basic BnB that works anywhere on the screen, but does little damage. Will cause considerable hard knockdown time. You can hit the opponent off the ground afterwards with 2P 2HS 5O to add a tiny little bit more damage and go into Rapid Dash.<br />
<br />
= Move Details =<br />
<br />
== Specials ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rapid Fire Thrust - 236S (Rapid Dash followup)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Kiki moves forward quickly and does a stab. Hits mid and, like every followup, is very minus on block. May be used with a forward Rapid Dash to quickly close the distance.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Round Moon - 214S/j.214S (Rapid Dash followup, also usable as an air followup) or j.214S (in the air)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Upwards slash kick. Puts Kiki in the air, where she can follow with j.236HS, j.214HS or j.236S. The hitbox is nowhere near as good as the sprite makes it look, and it's very unsafe on block, but it is air-unblockable. It can also be used outside of Rapid Dash, during a jump, but it will not be air-unblockable, and will leave Kiki falling helplessly on whiff, making it a very risky move.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Water Slash - 236HS (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Similar to her 236S followup, Kiki moves forward quickly and slashes at the opponent's feet. Slightly slower but with more reach, it's good to close the distance and hits low.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Kazanagi - 214HS (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Kiki jumps forward and does a full circle slash. Despite how it looks, it hits mid and does not cross up. Will put Kiki in the air<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Heaven Blaze - 236K (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Kiki quickly teleports a set distance forward. It recovers very quickly so it's very good to crossup the opponent. Cannot be cancelled into more followups.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Hayan - j.214K (while in Rapid Dash)'''</font><br />
|-valign="top"<br />
| Rapid Dash followup. Quick jump at the wall behind her. Kiki sticks to the wall for a brief moment. Holding a direction as she jumps off the wall will influence the angle. As most of her Rapid Dash followups are very unsafe on block, this is a good way to get yourself out of trouble when the opponent blocks your attacks. Cannot be cancelled into more followups.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Swift Eagle - j.236S'''</font><br />
|-valign="top"<br />
| Dive kick. Mostly a combo ender. While her Rapid Dash followups can be cancelled into this, it does not count as a Rapid Dash followup, so you cannot cancel it into more followups.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Rakugo - j.236HS (Rapid Dash air followup)'''</font><br />
|-valign="top"<br />
| Rapid Dash air followup that can also be used as a regular air special. Very, very slow kick that wallbounces the opponent.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Iron Hammer Drop - j.214HS (Rapid Dash air followup)'''</font><br />
|-valign="top"<br />
| Rapid Dash air followup that can also be used as a regular air special. Kiki swings her leg downwards. Will bounce the opponent on the ground, making it common in combos.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Third Passage - 236K'''</font><br />
|-valign="top"<br />
| Kiki jumps forwards and grabs the opponent. Despite how it looks, it is not unblockable and hits mid. Very slow to come out and will whiff against airborne opponents, making this a very hard to land move. It can be used to go over lows from a distance and punish. Can be cancelled into her super on hit.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Meteor Fall - 236P'''</font><br />
|-valign="top"<br />
| Command grab. Slow startup, but it can be cancelled into her super after smacking the opponent on the ground. If you hold left or right as Kiki jumps into the air, she will move forward or backwards a bit, which can be helpful to ensure the super will connect.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Substitution - 214P'''</font><br />
|-valign="top"<br />
| Kiki waits for the opponent to attack and, when hit, will teleport above in the air. The closest thing to a reversal that Kiki has. Very fast to come out, but unfortunately, due to Kiki's poor air normals, she might get hit as you're trying to punish the opponent without them even realizing what you're doing. It can however be cancelled into her super upon getting hit, making it a considerable threat with meter.<br />
|}<br />
<br />
== Finishing Moves ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Early Summer Moonlit Beheading - 2146K (after the 3rd hit of Sheathed Running Technique, or after Third Passage, Meteor Fall, or Substitution) '''</font><br />
|-valign="top"<br />
| Kiki jumps on the wall behind her and then dives forward, slashing the opponent multiple times in front of the moon. Can only be used after the third followup of a Rapid Dash, or after Third Passage, Meteor Fall or Substitution. The arc she covers while diving is not very big, so you will need a good understanding of the situation or you might whiff this.<br />
|}<br />
<br />
== Command Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''Just Break - 6HS'''</font><br />
|-valign="top"<br />
| Universal overhead. Decent range, can be cancelled into a jump or Rapid Dash.<br />
<br />
|}<br />
<br />
== Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5P'''</font><br />
|-valign="top"<br />
| Standard 5P, not bad reach for how fast it is.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2P'''</font><br />
|-valign="top"<br />
| Very similar to 5P, but hits low.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5K'''</font><br />
|-valign="top"<br />
| Knee attack, with pathetic range. You won't be using this much.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2K'''</font><br />
|-valign="top"<br />
| A somewhat slow kick with decent range, but hits mid.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''cl.5S'''</font><br />
|-valign="top"<br />
| Slash with her dagger that only happens when close to the opponent. If you press S again, her f.5S will come out, so you will be using this in combos.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''f.5S'''</font><br />
|-valign="top"<br />
| Kiki hops forward and kicks the opponent. Overall it covers a good distance, but it is very slow, so it's best used to punish whiffs.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2S'''</font><br />
|-valign="top"<br />
| Kiki slashes above her. Will not hit grounded opponents, not even at point blank, so make sure not to accidentally use this or you will whiff. Not very good as an anti-air either, but it may stop opponents trying to cross you up.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''5HS'''</font><br />
|-valign="top"<br />
| Kiki's best normal. She steps forward and slashes downwards. Better reach and also faster than 5S. Can also be used to hit opponents trying to jump away, or as a situational anti-air. Will force knockdown on an airborne opponent.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''2HS'''</font><br />
|-valign="top"<br />
| Hits low and trips the opponent. Good reach. Can be followed with Rapid Dash for combos or to extend pressure.<br />
<br />
|}<br />
<br />
== Air Normals ==<br />
{|style="background:#FFFFFF; border:1px solid silver"<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | [[image:x.PNG|left]]<br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.P'''</font><br />
|-valign="top"<br />
| Elbow attack angled upwards. Abysmal range. You can however cancel j.K into this, for a double overhead.<br />
<br />
|- valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.K'''</font><br />
|-valign="top"<br />
| Downwards-angled kick. Somewhat of a jump-in normal, but it has a very small hitbox, even smaller than what the sprite suggests. Can be cancelled into j.P for a double overhead<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.S'''</font><br />
|-valign="top"<br />
| Upwards slash. Her best air-to-air normal, but due to so many characters having good downwards-angled air normals, it is not as useful as it looks.<br />
<br />
|-valign="top"<br />
| rowspan="2" style="background:#EEEEEE" | <br />
| style="height:20px; background:#DDDDDD" | <font size="3">'''j.HS'''</font><br />
|-valign="top"<br />
| Downwards-angled slash. Better than j.K, but still doesn't have much reach and cannot be cancelled into j.P. It does hit behind Kiki as well, so it can be used for crossups.<br />
<br />
|}<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Satsuki_Yumizuka/Crescent_Moon&diff=43667Melty Blood/MBAACC/Satsuki Yumizuka/Crescent Moon2019-03-06T13:28:25Z<p>Two: /* 22C */</p>
<hr />
<div>=Combos=<br />
<br />
'''Be sure to check this article about C-Satsuki:''' https://drunkardshade.com/2015/07/23/melty-bits-c-satsuki/<br />
<br />
==BnBs==<br />
'''Normal Combos'''<br />
*2C,3C,623[A],8j.[C],delay till you almost touch the ground, 9sj.[C],land,5[C],2[C],2C,3C,(623[A],421A)<br />
**On Kouma and Ries you need to delay 623[A].<br />
**Works midscreen and in the corner<br />
**If you cannot hit 2[C],2C consistently skip the 2[C]<br />
**On some characters you can put no delay on 9sj.[C] and you will switch sides with them, so you can throw them back into the center with 421A <br />
<br />
'''Metered Combos'''<br />
*2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,5C,623[B],5B,5A,2C,623C<br />
**5B,5A,2C Only works if the combo ends in the corner<br />
**Midscreen you can often do 623[B],5B,5A,623C and it works on alot of the cast.<br />
**2C,5C doesn't work on everyone midscreen you can just replace with 2C,5B for consistency.<br />
**Ends in 4-way mixup<br />
<br />
<br />
*2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,3C,623[A],421B~2E,j.C(whiff), 2C,wait,5B,5C,623[B],5B,2A,2C,623C<br />
**Longer Variation of above<br />
<br />
==Situational==<br />
*These should be the max damage consistent variations you should be shooting for off random connects, spending as little meter as possible for optimal situations...if you find a higher damage consistent version please replace it with the one posted, I will try to update this section as I get more efficient combos.<br />
<br />
*Any 2C,5B,623[B],5B,5A,623C, can be replaced by 2C,3C,623[A],421A/B<br />
<br />
<br />
'''623C/236C'''<br />
*Corner: 623C,2C,3C,623[A],j.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
*Near Corner: 623C/236C,2C,3C,623[A],421B~2E,j.C(whiff),2C,3C,623[A],j.[C],land,5[C],2[C],2C,5C,623[B],5B,5A,2C,623C<br />
*Midscreen: 623C/236C,2C,3C,623[A],9j.[C],2[C],2C,5B,623[B],5B,5A,623C<br />
<br />
'''214B'''<br />
*Corner: 214B,623[B],5B,421A~2E,j.C(whiff),land,2C,3C,623[A],j.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
*Midscreen: 214B,623[B],5B,623C,2C,3C,9j.[C],2[C],2C,5B,623[B],5B,5A,623C<br />
<br />
'''214C'''<br />
<br />
'''j.63214C'''<br />
*Back to corner: dash 5B,623[C],2C,3C,623[A],9j.[C],land 2[C],2C,3C,623[A],421A<br />
<br />
'''421A/B~2E'''<br />
<br />
'''5[C]'''<br />
*Anywhere: 5[C],2[C],3[C],8j.[C],9sj.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,2A,2C,623C<br />
<br />
'''3[C]'''<br />
*Anywhere: 3[C],2C,3C,623[A],8j.[C],9sj.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
<br />
'''5A(vs air)'''<br />
*Near corner: 5AAA,421B~2E,2C,3C,623[A],9j.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
*Midscreen: 5AAA,623C,2C,3C,623[A],9j.[C],land,2[C],2C,5B,5C,623[B],5B,5A,623C<br />
<br />
'''EX-shield, 5A(vs air) or CH 5A(vs air)'''<br />
*Anywhere: EX-shield,5A,5[C],2[C],3[C],8j.[C],9sj.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,623C<br />
<br />
'''j.C'''<br />
*Near Corner: j.C,2B,5B,5C,236C,2C,3C,623[A],j.[C],5[C],2[C],2C,5B,5C,623[B],5B,2C,623[C]<br />
*Midscreen: j.C,2B,5B,5C,236C,2C,3C,623[A],j.[C],dash,2C,5B,5C,623[B],5B,2C,623[C]<br />
<br />
'''Raw Airthrow'''<br />
*Anywhere: Airthrow, j.[C],5[C],2[C],3[C],j.[C],j.B,land,5C,623[B],5B,2C,623[C]<br />
<br />
'''Meterless BnB starting from just out of corner'''<br />
*So you just did 496 mixup after 623C in the corner and it connected and you want a meterless way to put them in the other corner for a 4-way mixup well here ya go.<br />
*j.C,2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,3C,623[A],421A<br />
<br />
==Things to Know==<br />
<br />
'''Magic Pixel'''<br />
*So your oppenent is on their magic pixel and you really REALLY want to kill them here are some ways to blow though all your meter in a desperate attempt for more damage, just loop one of these things till they die<br />
**(421A~2E,j.C(whiff),2C,3C,623[A])xN<br />
**(421A~2E,j.C(whiff),2C,5B,5C)xN<br />
**(623C,2C,5B,5C,623[B],5B,5A,(2C))xN<br />
<br />
<br />
'''2C,5B,(5C),623[B]'''<br />
*In the middle of your BnB, sometimes 2C,5C,623[B] will not connect on some characters, in this case you can replace it with 2C,5B,623[B]<br />
*In many cases if you need to do 2C,5B instead of 2C,5C, you can instead get 2C,slight delay,5B,5C,623[B], for a bit more damage.<br />
<br />
<br />
'''GOTG'''<br />
*In the corner 5B,2A,2C,623C works universally as an OTG at all times always.<br />
**At low combo values and if your close enough 5B,421A will also work.<br />
*Midscreen GOTG Chart https://docs.google.com/spreadsheet/ccc?key=0Ag8E40-0FzeZdDU1bjRKQjJnYU0xNU53Wmh4Zi1hakE#gid=0<br />
**You do not 623C after 5B, 421A obviously.<br />
**Some things such as 5B,2B do not work after a long combo.<br />
**Off of 236B raw the highest damage is just 5B, 623C<br />
<br />
<br />
'''Ground/Wall bounce limit'''<br />
*You are only allowed 3 ground/wall bounces in the same combo, after 3 your opponent becomes impossible to hit. However, Satsuki has a way around that.<br />
*623C sets the bounce limit to 1 regardless of how many bounces you at.<br />
**Example: 2C,623[A],j.[C],j.[C],land 623C,2C,214C,2C works<br />
*You are still only allowed 1 jump cancel in a combo however.<br />
<br />
<br />
'''It doesn't work on X'''<br />
*With Kouma/Ries you have to 2C,3C,delay,623[A]<br />
*With Ryougi after 236C/623C, you have to hit 2C right before they hit the ground.<br />
*2[C] does not land all three hits against Ries/Ryougi<br />
<br />
'''It only works on X'''<br />
*Against Satsuki or Aoko, when theyre low enough to the ground and in hitstun, you can pick them up with 5A/2A/5B/2B into 2C<br />
**Useful in advanced 22B combos, like 2C 3C 22B ~ 2A 2C 3C 623[A] j.[C] ~ sdj.9 j.[C] land 5[C] ~ 2[C] 2C 3C 623[A] 421A/B<br />
<br />
=Strategy=<br />
==Okizeme==<br />
<br />
*496 aka IABD j.C mixups will hit everyone, however you may be unable to follow up with 2C(2hit) on many characters midscreen. In these situations use 2C(1hit), 236C.<br />
<br />
<br />
===Anywhere===<br />
'''623C 4-way mixup'''<br />
*Dash 8j<br />
**land 2C/63214C (crossup, low/throw)<br />
**backdash j.C (uncrossup, high)<br />
**hold back land 2C/63214C (uncrossup, low/throw)<br />
**496 aka IABD j.C (crossup, high)<br />
***If you go for this when your not near the corner you normally need to j.C,2C(1 hit),236C to combo.<br />
<br />
<br />
'''623C 3.5-way mixup'''<br />
*Pause 9sj<br />
**DJ8 before crossup<br />
***Land 2C/63214C (uncrossup, low/throw)<br />
***Hold forward land 2C/63214C (uncrossup, low/throw)<br />
***Hold forward backdash j.C (uncrossup, high)<br />
**DJ8 after crossup<br />
***Land 2C/63214C (crossup, low/throw)<br />
***Hold forward land 2C/63214C (uncrossup, low/throw)<br />
***Hold forward backdash j.C (crossup, high)<br />
<br />
===Midscreen Only===<br />
'''421A/B 4-way mixup'''<br />
*9sj<br />
**Early j.B/C(whiff) land 2C/63214C (uncrossup, low/throw)<br />
**Late j.B/C(whiff) land 2C/63214C (crossup, low/throw)<br />
**Backdash j.C (uncrossup, high)<br />
**496 aka IABD j.C (crossup, high)<br />
***If you go for this when your not near the corner you normally need to j.C,2C(1 hit),236C to combo.<br />
*Ideally you want to pick 421A/B based off the one that will end them as close to the corner as possible without actually being in it.<br />
<br />
<br />
<br />
'''EX Bite 3.5-way mixup (slightly unsafe)'''<br />
*9sj<br />
**Early j.B/C(whiff) land 2C/63214C (uncrossup, low/throw)<br />
**Early j.[C] (uncrossup, high)<br />
***The only way I have ever hit raw j.[C]<br />
**Late j.C/j.[C](whiff) land 2C/63214C (crossup, low/throw)<br />
**Backdash j.C (uncrossup, high)<br />
**496 aka IABD j.C (crossup, high)<br />
***Will whiff on crouchers because of the height.<br />
<br />
<br />
'''3C 3-way mixup'''<br />
*9sj<br />
**backdash j.C(uncrossup, high)<br />
**early backdash j.C(whiff) 2C/63214C (uncrossup, low/throw)<br />
**496 aka IABD j.C (crossup, high)<br />
<br />
<br />
'''623[A](grab version) 3-way mixup'''<br />
*Walk forward, 9sj<br />
**early backdash 2C/63214C (uncrossup, low/throw)<br />
**late backdash j.C (uncrossup, high)<br />
**496 aka IABD j.C (crossup, high)<br />
*Use this against Kouma/Ries when you screw up your BnB and get the grab instead<br />
<br />
<br />
'''3C 4-way mixup (unsafe)'''<br />
*8j<br />
**j.C (uncrossup, high)<br />
**land 2C/63214C (uncrossup, low/throw)<br />
**Hold forward land 2C/63214C (crossup, low/throw)<br />
**Hold forward backdash j.C (uncrossup, high)<br />
**Hold forward 496 aka IABD j.C (crossup, high)<br />
*Word of caution, you can mash out of this mixup.<br />
<br />
===Corner===<br />
*Your options for mixing someone up in Melty in the corner are a bit limited to say the least, but this is the stuff that works and is for the most part safe.<br />
<br />
<br />
'''623C 4-way push mixup'''<br />
*Assumes you pushed them out of the corner slightly with 623B,5B,2A,2C,623C<br />
*dash don't push them into the corner sj8<br />
**496 aka IABD j.C (crossup, high)<br />
**land 2C/63214C (crossup, low/throw)<br />
**backdash j.C (uncrossup, high)<br />
*dash push them into the corner sj8<br />
**backdash j.C (uncrossup, high)<br />
**land 2C/63214C (uncrossup, low/throw)<br />
<br />
<br />
'''623C 4-way mixup'''<br />
*Assumes you pushed them out of the corner slightly with 623B,5B,2A,2C,623C<br />
*delay sj9<br />
**early backdash j.C(whiff),land 2C/63214C (uncrossup, low/throw)<br />
**backdash j.C (uncrossup, high)<br />
**land 2C/63214C (crossup, low/throw)<br />
**496 aka IABD j.C (crossup, high)<br />
<br />
<br />
'''EX Bite'''<br />
*9sj<br />
**early backdash j.C(whiff) 2C/63214C<br />
**late backdash j.C<br />
<br />
<br />
'''421A/B'''<br />
*slight delay dash 9j<br />
**early backdasdh j.C(whiff) 2C/63214C<br />
**late backdash j.C<br />
<br />
<br />
'''Unblockable'''<br />
*While max 623C > whiff Bloodheat activation<br />
**214A > 41236C (loses to high shield > jump/reversals that go up.)<br />
**3C > 41236C (loses to heat/reversals/low shield > jump/low block > jump)<br />
<br />
==Spacing==<br />
<br />
<br />
===623C===<br />
[[File:Catsuki_623C.png]]<br />
*Your signature move<br />
*This move is an amazing anti-air that will completely change the way your opponents have to play against you once you have the meter.<br />
*8 frame startup, 2 active frames<br />
<br />
Pros:<br />
*Completely bonkers hitbox<br />
*Leads into BnB<br />
<br />
Cons:<br />
*Easily baited if your opponent still has another jump or airdash remaining.<br />
*Not a reversal, this move isn't invincible at all so beware of some zoning moves<br />
<br />
<br />
===22A===<br />
[[File:Catsuki_22A.png]]<br />
*Deceptively good anti air<br />
*7 frame startup, 4 active frames<br />
<br />
Pros:<br />
*Deceptively low hurtbox<br />
*Deceptively large hitbox that hits on both sides<br />
*On CH leads to BnB<br />
*Fairly safe on block<br />
*Can't really be baited with double jump<br />
*Regular shielding a jump-in into 22A will counterhit the opponent sometimes, leading into a full combo<br />
<br />
Cons:<br />
*Very unsafe on whiff<br />
*Leads to nothing on non CH<br />
*Loses to really deep reaching air moves.<br />
<br />
===214A(whiff)===<br />
[[File:Catsuki_214A.png]]<br />
<br />
*Super cancel-able move on whiff/block that moves you about 3 character widths.<br />
<br />
Pros:<br />
*Can be used to cancel into super for a surprise 623C or 63214C, to catch your opponent off guard, or hit them when they think they are safe.<br />
*Dash,214A covers a surprising amount of distance.<br />
<br />
Cons:<br />
*Unsafe if predicted<br />
<br />
===2C===<br />
[[File:Catsuki_2C.png]]<br />
*Bonkers range low poke<br />
*6 frame startup, 6 active frames<br />
<br />
Pros:<br />
*Leads to BnB<br />
*Completely safe on whiff cancel<br />
*Stupid fast startup<br />
*Absurd hitbox<br />
<br />
Cons:<br />
*None<br />
<br />
===5A===<br />
[[File:Catsuki_5A.png]]<br />
*Quick air unblockable jab with a solid hitbox<br />
*4 frame startup, 3 active frames<br />
<br />
Pros:<br />
*Very fast startup<br />
*Ex-shield>5A = guaranteed CH vs air<br />
*Air unblockable<br />
<br />
Cons:<br />
*A bit tricky to combo after<br />
<br />
==Pressure==<br />
<br />
<br />
*Catsuki's pressure isn't nearly as good as Hatsuki's, but for the 3-4 seconds it lasts it can be quite scary and because of how absurdly powerful her Oki options are, a single solid hit can be a round.<br />
<br />
*You can trick your opponent into blocking high, then hit them with a low by half charging 5C overhead into 2C (5{C} 2C)<br />
*236B will catch opponents who rely on blocking too much, and leads to 6k+ damage<br />
*2C,2A(whiff)<br />
*IAD j.C<br />
<br />
===3[C]===<br />
*EXTREMELY minus on its own, but you can catch people off guard easily with 3[C] delay 623[A]<br />
*If they block the 623[A], you can still catch jumpouts with 2C, afterwards<br />
*You can also IAD j.C them if they block, expecting you to 2C after 623[A]<br />
*Although really risky, you can feign your 623[A] by either doing 2A or 623[B] 2C after 3[C]<br />
<br />
===63214C===<br />
*Good range really fast command throw that does decent damage and heals a bit of red life, this move is amazing use it whenever you can.<br />
<br />
<br />
===214A(whiff)===<br />
*You can super cancel 214A on whiff which can be used for mixups with 214[A], to try to bait a jump out.<br />
*5B,2B,5C,214A(whiff),63214C<br />
*2C 2B(whiff) 2C 3C 214A(whiff) 63214C<br />
**Guaranteed to make Brandino Salty 100% of the time.<br />
<br />
<br />
===Another Arc Drive===<br />
*This move apparently does not have throw protection.<br />
*So anything 5C,214A,5B,3C,3[C] into AAD are unblockable setups where once you start blocking your dead, see oki section for setups.<br />
*You can combo into this move from MAX with the following examples<br />
**2C 3C 623[A] j.[C] land, BLOOD HEAT, 5B 2C 623C AAD<br />
**2C 3C 623[A] 421A j.2E j.C(whiff) BLOOD HEAT, 5B 2C 623C AAD<br />
<br />
==Dealing with Pressure==<br />
===Blocking===<br />
Just block, sometimes trying to escape pressure right now is too risky so your best bet is just to well block. You can afford to be wait and be cautious because getting hit even once by a clean Catsuki combo can mean a loss of the round because of her scary oki so just play patient and safe while on defense, and look for your opportunity to poke out. This does mean however that sometimes you have to utilize EX-guarding in order to not be guard broken as a general rule of thumb only EX-guard multihit attacks until you really know the matchup.<br />
<br />
===214C===<br />
Your reversal of choice, a fairly quick move that is invincible until it's first active frame which will almost always trade with the opponent normally in your favor. This move is pretty safe on block which is the main reason it is so good.<br />
<br />
===22C===<br />
This is an actual reversal, however it is incredibly unsafe on block/whiff. You only want to use this when you are positive it is going to hit. This move also hits both in front and behind you<br />
<br />
*This move is comboable from fullscreen<br />
**22C 66 sj.9 ~ j.B land (5A?) 623[B]/623C (OTG/combo)<br />
<br />
===63214C===<br />
This move can be used as a reversal against opponents trying to delay meaty you on the ground to bait a reversal, will make people want to never play you again.<br />
<br />
===2C===<br />
Go back and look at that hitbox and remember 6 frame startup, having this option open will mess up some characters when pressuring you.<br />
<br />
===EX-Shield===<br />
Since you are playing Crescent moon and have a 4 frame jab that means that if you read an air move with EX_Shield, immediatly pressing 5A is a guaranteed CH, which you can follow up with a full BnB.<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
- [Mid] 4 frame startup. You're playing Melty, which means 2A is a good move. Now that there is no longer any silly A armor, this move is way better :D.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
- [Mid] 4 frame startup. Solid anti air, can combo into 623C or the 421X series.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
- [Low] 8 frame startup. Has worse range than 2C. Had a few gimmick uses before because of A armor but since that is gone now, use this only for filling out full damage combos.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
- [Mid] 9 frame startup. An arm swipe that moves Satsuki forward. It also has an excellent 7 active frames making tech punishes a joke.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
- [Low] 6 frame startup. Hits twice has crazy range. Use this alot, ALOT ALOT.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">2[C]</font> '''<br />
<br />
- [Low] 26 frame startup. 3 hits, tons of guard damage, frame advantage on block, tons of damage on hit.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">5C</font> '''<br />
<br />
- [Mid] 11 frame startup. Satsuki slams her fists into the ground. Mostly combo filler but can also be used to create tricky blockstrings and frametraps.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5[C]</font> '''<br />
<br />
- [Overhead] 31 frame startup. Primarily used as a combo filler. Has weird guard point around fists that isn't very reliable.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">3C</font> '''<br />
<br />
- [Low] 13 frame startup. Satsuki slides forward.<br />
|-<br />
| width="" | ''' <font size = "3">3[C]</font> '''<br />
<br />
- [Low] 26 frame startup. Satsuki slides further forward than 3C. Launches on hit.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JA</font> '''<br />
<br />
- [Mid] 4 frame startup. Quick jab with a solid hitbox around head level used to fish for air counterhits which lead to big damage.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JB</font> '''<br />
<br />
- [Overhead] 6 frame startup. If you're trying to run away from something in the air, this is normally the move you throw out while backdashing.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JC</font> '''<br />
<br />
- [Overhead] 8 frame startup. Air to ground move of choice. This and your backdash are pretty much the main reason why Satsuki's oki is so insane.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">J[C]</font> '''<br />
<br />
- [Overhead] 24 frame startup. Faster than it was in the PS2 version by 1 frame. The J[C] link for her BnB is now a 3 frame link.<br />
<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Don't interrupt me...! - 22ABC</font> '''<br />
<br />
* '''Description''' - Ground Pound move, this gives you a really low hitbox which makes it good as an anti air<br />
* '''A version''' - [Mid] 8 frame startup. One fast pound. This gets more counter hits than you might think and gives a combo off of counter hit. Compared to 22B it has 1 frame faster startup and is less unsafe on block. <br />
* '''B version''' - [Mid] 9 frame startup. Two pounds. EX cancellable, and is used in C-Satsuki's harder combo game.<br />
* '''EX version''' - [Mid, Reversal] 10 frame startup. Invincible from frames 1-9. Seven pounds of fury and wallslam on hit. Along with 214C, this is Satsuki's best reversal. Compared to 214C, 22C has better hitboxes but much much worse on block. What would happen on block is that the opponent would get pushed out of range and you would be left pounding nothing. No followup outside corner. <br />
<br />
|-<br />
| width="" | ''' <font size = "3"> Sacchin's Arm Grasping the Endless Dream - 236ABC</font>'''<br />
<br />
* '''Description''' - Generic ground arm grab series, in general not very useful.<br />
* '''A version''' - [Mid] 8 frame startup. Pretty quick with OK range but blockable. That one move you are not going to use. On hit, it is similar to Satsuki's normal ground throw, as in techable and no real follow-up. On block, it is not too bad, but pushes you far away, and you lose your pressure. Don't use this. <br />
* '''B version''' - [Unblockable] 31 frame startup. Much better than 236A but bit gimmicky due to its long startup. Satsuki tosses the opponent right in front of her. It gives you untechable knockdown, so you can OTG (be quick though) and go into a combo. Throw this in blockstrings occasionally when the opponent respects them. <br />
* '''EX version''' - [Mid] 10 frame startup. Invincible from frames 1-3 EX ground grab. Has a vacuum effect (as evident in the tornado around her arm), so it can grab opponents from about 2 character lengths away. On hit, Satsuki ground bounces the opponent (untechable) just like 623C. You could end ground combos into this and go into mixup or continue the combo, but you have better uses for your meter, and this is still pretty slow (disadvantageous on block). <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> Sacchin's Arm Chasing the Unreachable Dream - 623ABC</font>'''<br />
<br />
* '''Description''' - Anti air grab series, prepare to use this ALOT.<br />
* '''A version''' - 6 frame startup. When the opponent is on the ground, barely above ground, or too far, you get the uppercut launcher. Otherwise, you get the grab. <br />
**Uppercut [Mid] This can serve as a launcher but its charged version is used more for combos, because doing 623A after 2C 3C usually gives you the grab, not the launcher. 623[A] comes out a bit slower and results in a launcher usually, since the opponent fell enough to be near the ground.<br />
**Grab [Unblockable] This looks like normal ground throw (chucks opponent backwards), but it is not air techable. It is still ground techable though. Potential tech punish, but don't count on it. <br />
* '''[A] version''' - 14 frame startup. When the opponent is on the ground, barely above ground, or too far, you get the uppercut launcher. Otherwise, you get the grab. <br />
** Uppercut [Mid] This is part of your main BnB launcher series: 2C 3C 623[A]. Not too useful on its own (small horizontal range) but essential. <br />
**Grab [Unblockable] Gives you an untechable knockdown that looks like 236B, but you cannot OTG afterwards, so useless for combos. You don't really get a good okizeme either.<br />
* '''B version''' - [Unblockable] 6 frame startup. Just a normal anti-air grab that looks just like MBAC Satsuki's 623A, with 8 startup frames and 8 active frames. The throw is just like the ground throw: air techable, but potential OTG if not teched. <br />
* '''[B] version''' - [Unblockable] 14 frame startup. Much like MBAC Satsuki's 623B, except 1 frame faster. OTG with 5B, 2C, and 5C and start combos with 623C. Thankfully, 5B OTG works on all characters in MBAA. <br />
* '''EX version''' -[Unblockable] 8 frame startup. Invincible from frames 1-3. Arguably Satsuki's single best move and one of the best anti-air in the game. Satsuki vacuums in opponents in air within range to her hand and slams them down so hard that they bounce back up. The whole process is untechable. 2 frame active, 34 frame recovery.<br />
<br />
|-<br />
| width=""| ''' <font size = "3"> Let's go~! - 214ABC</font>'''<br />
<br />
* '''Description''' - Wax On, Wax Off<br />
* '''A version''' - [Mid] Satsuki punches opponent while moving forward. You can hold this to stagger the attack, but "fully charged" version is actually just a feint (not so useful). The punch's hitbox is pretty good (can hit higher than you might think) and jump cancelable on hit, but not used outside a few combos and setups.<br />
**YOU ARE NOT HALF MOON, YOU CANNOT JUMP CANCEL THIS ON BLOCK!!!<br />
* '''B version''' - [Overhead] Slow (29 frame) overhead. On hit, you get a launch that can be followed up with 623C or airthrow. Like 236B, it can be used occasionally in blockstrings as gimmicks. It is surprisingly safe on block at -2, though. Can combo to 623[B] for big damage.<br />
* '''[B] version''' - [Overhead, unshieldable] After a while (around 3 arm rotations), the punch becomes a single-hit (overhead at max range as well) unshieldable, overhead attack. This causes a wallslam on hit. If you are close to the corner, you can follow up with j.[C] dribble combos for huge damage. Also, eats away a LOT of guard meter on block. Good luck landing this in an actual match though.<br />
** Only the first hit is an overhead, meaning if you use this too far for some reason, this would not be an overhead. Charge this just a bit to double the damage of the overhead hit. <br />
* '''EX version''' - [Mid, Reversal] 12 frame startup(?). Invincible from frames 1-12. Wallslams on hit so that you can get out of pressures. It is also pretty safe (-2 frame). Combos into 2C and then into whatever in corners, but proration makes longer combos off of 214C not worth the effort. This move almost always results in a trade in your favor, when used as a reversal.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> Sacchin Dunk Slamming Down Whatever She Grabs - 421ABC</font>'''<br />
<br />
* '''Description''' - http://www.youtube.com/watch?v=g6zqHKd265E<br />
* '''A version''' - [Unblockable] 7 frame startup. Short leaping airgrab. The smash part of the dunk gives an untechable bounce just like Satsuki's MBAC air throw. This does mean that 421A can lead into 4-way mixup with superjump 29. You can also catch jumpouts, but 421B is better at that. Unsafe on whiff. <br />
* '''B version''' - [Unblockable] 11 frame startup. Satsuki leaps a bit farther. Same properties as 421A except 4 more frames of startup.<br />
* '''EX version''' - [Unblockable] 8 frame startup. Invincible on frame 2 and frames 4-7. EX dunk. It is like 623C except Satsuki jumps. Awesome if the opponent jumps, but painful if whiffed. You can still 4-way with this, but you end up a bit closer to the opponent than with 421A/B, so adjust accordingly. As an anti-air, this reaches higher than 623C but does not hit at some lower angles. <br />
<br />
|-<br />
| width="" | ''' <font size = "3"> Sorry but just one bite! - 63214C</font>'''<br />
<br />
* '''Description''' - EX Bite. Both version drain 1/4 of damage it deals in life and gives a hard knockdown. <br />
* '''Ground Version''' - [Unblockable] 3 frame startup. Invincible at super flash. Very fast command throw with decent range (1.2 Satsukis away). At 3 frame startup and 0 post-flash frames, any opponent on ground and in range will be grabbed. Use EX Bite as a tick throw instead of normal ground throw, since this is infinitely better and Satsuki's not as meter-reliant as before. <br />
* '''Air Version''' - [Unblockable] (2 hits) Slower than ground EX Bite with 9 frame startup and 3 post-flash frames. There is no practical way to combo into this, so it is hard to hit with this during an actual fight. The recovery isn't too bad (15 frames), but don't use this too much since you will whiff and get hurt. You can OTG off of the knockdown.<br />
**Apparently, it is possible to use EX Bite after the opponent blocks j.B close to you, but this kind of chance won't come that often.<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> I'm Angry! </font> '''<br />
<br />
* [Unblockable] Does nothing. 16 frame startup, 12 post-flash frames, so the opponent can easily jump away. You do have invincibility, so maybe use this to counter attacks at close range. Don't count on it though. <br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> I'm Very Angry! </font> '''<br />
<br />
*[Ground unblockable, air blockable] 12 frame startup, 6 post-flash frames. For easy damage, combo into AAD from 214C, 623C, or 236C.<br />
**Has no throw protection 5C/214A/5B>AAD, blockstring into unblockable.<br />
**NERFED, no longer air-unblockable.<br />
**Can also be shielded now. Very unreliable to use outside of a combo...or blockstring.<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> Reality Marble - Depletion Garden </font> '''<br />
<br />
*MASSIVE damage, circuit break, and impossible to avoid.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Twohttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Satsuki_Yumizuka/Crescent_Moon&diff=43666Melty Blood/MBAACC/Satsuki Yumizuka/Crescent Moon2019-03-06T13:25:36Z<p>Two: /* Corner */</p>
<hr />
<div>=Combos=<br />
<br />
'''Be sure to check this article about C-Satsuki:''' https://drunkardshade.com/2015/07/23/melty-bits-c-satsuki/<br />
<br />
==BnBs==<br />
'''Normal Combos'''<br />
*2C,3C,623[A],8j.[C],delay till you almost touch the ground, 9sj.[C],land,5[C],2[C],2C,3C,(623[A],421A)<br />
**On Kouma and Ries you need to delay 623[A].<br />
**Works midscreen and in the corner<br />
**If you cannot hit 2[C],2C consistently skip the 2[C]<br />
**On some characters you can put no delay on 9sj.[C] and you will switch sides with them, so you can throw them back into the center with 421A <br />
<br />
'''Metered Combos'''<br />
*2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,5C,623[B],5B,5A,2C,623C<br />
**5B,5A,2C Only works if the combo ends in the corner<br />
**Midscreen you can often do 623[B],5B,5A,623C and it works on alot of the cast.<br />
**2C,5C doesn't work on everyone midscreen you can just replace with 2C,5B for consistency.<br />
**Ends in 4-way mixup<br />
<br />
<br />
*2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,3C,623[A],421B~2E,j.C(whiff), 2C,wait,5B,5C,623[B],5B,2A,2C,623C<br />
**Longer Variation of above<br />
<br />
==Situational==<br />
*These should be the max damage consistent variations you should be shooting for off random connects, spending as little meter as possible for optimal situations...if you find a higher damage consistent version please replace it with the one posted, I will try to update this section as I get more efficient combos.<br />
<br />
*Any 2C,5B,623[B],5B,5A,623C, can be replaced by 2C,3C,623[A],421A/B<br />
<br />
<br />
'''623C/236C'''<br />
*Corner: 623C,2C,3C,623[A],j.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
*Near Corner: 623C/236C,2C,3C,623[A],421B~2E,j.C(whiff),2C,3C,623[A],j.[C],land,5[C],2[C],2C,5C,623[B],5B,5A,2C,623C<br />
*Midscreen: 623C/236C,2C,3C,623[A],9j.[C],2[C],2C,5B,623[B],5B,5A,623C<br />
<br />
'''214B'''<br />
*Corner: 214B,623[B],5B,421A~2E,j.C(whiff),land,2C,3C,623[A],j.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
*Midscreen: 214B,623[B],5B,623C,2C,3C,9j.[C],2[C],2C,5B,623[B],5B,5A,623C<br />
<br />
'''214C'''<br />
<br />
'''j.63214C'''<br />
*Back to corner: dash 5B,623[C],2C,3C,623[A],9j.[C],land 2[C],2C,3C,623[A],421A<br />
<br />
'''421A/B~2E'''<br />
<br />
'''5[C]'''<br />
*Anywhere: 5[C],2[C],3[C],8j.[C],9sj.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,2A,2C,623C<br />
<br />
'''3[C]'''<br />
*Anywhere: 3[C],2C,3C,623[A],8j.[C],9sj.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
<br />
'''5A(vs air)'''<br />
*Near corner: 5AAA,421B~2E,2C,3C,623[A],9j.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,2C,623C<br />
*Midscreen: 5AAA,623C,2C,3C,623[A],9j.[C],land,2[C],2C,5B,5C,623[B],5B,5A,623C<br />
<br />
'''EX-shield, 5A(vs air) or CH 5A(vs air)'''<br />
*Anywhere: EX-shield,5A,5[C],2[C],3[C],8j.[C],9sj.[C],land,5[C],2[C],2C,5B,5C,623[B],5B,5A,623C<br />
<br />
'''j.C'''<br />
*Near Corner: j.C,2B,5B,5C,236C,2C,3C,623[A],j.[C],5[C],2[C],2C,5B,5C,623[B],5B,2C,623[C]<br />
*Midscreen: j.C,2B,5B,5C,236C,2C,3C,623[A],j.[C],dash,2C,5B,5C,623[B],5B,2C,623[C]<br />
<br />
'''Raw Airthrow'''<br />
*Anywhere: Airthrow, j.[C],5[C],2[C],3[C],j.[C],j.B,land,5C,623[B],5B,2C,623[C]<br />
<br />
'''Meterless BnB starting from just out of corner'''<br />
*So you just did 496 mixup after 623C in the corner and it connected and you want a meterless way to put them in the other corner for a 4-way mixup well here ya go.<br />
*j.C,2C,3C,623[A],8j.[C],wait,9sj.[C],land,5[C],2[C],2C,3C,623[A],421A<br />
<br />
==Things to Know==<br />
<br />
'''Magic Pixel'''<br />
*So your oppenent is on their magic pixel and you really REALLY want to kill them here are some ways to blow though all your meter in a desperate attempt for more damage, just loop one of these things till they die<br />
**(421A~2E,j.C(whiff),2C,3C,623[A])xN<br />
**(421A~2E,j.C(whiff),2C,5B,5C)xN<br />
**(623C,2C,5B,5C,623[B],5B,5A,(2C))xN<br />
<br />
<br />
'''2C,5B,(5C),623[B]'''<br />
*In the middle of your BnB, sometimes 2C,5C,623[B] will not connect on some characters, in this case you can replace it with 2C,5B,623[B]<br />
*In many cases if you need to do 2C,5B instead of 2C,5C, you can instead get 2C,slight delay,5B,5C,623[B], for a bit more damage.<br />
<br />
<br />
'''GOTG'''<br />
*In the corner 5B,2A,2C,623C works universally as an OTG at all times always.<br />
**At low combo values and if your close enough 5B,421A will also work.<br />
*Midscreen GOTG Chart https://docs.google.com/spreadsheet/ccc?key=0Ag8E40-0FzeZdDU1bjRKQjJnYU0xNU53Wmh4Zi1hakE#gid=0<br />
**You do not 623C after 5B, 421A obviously.<br />
**Some things such as 5B,2B do not work after a long combo.<br />
**Off of 236B raw the highest damage is just 5B, 623C<br />
<br />
<br />
'''Ground/Wall bounce limit'''<br />
*You are only allowed 3 ground/wall bounces in the same combo, after 3 your opponent becomes impossible to hit. However, Satsuki has a way around that.<br />
*623C sets the bounce limit to 1 regardless of how many bounces you at.<br />
**Example: 2C,623[A],j.[C],j.[C],land 623C,2C,214C,2C works<br />
*You are still only allowed 1 jump cancel in a combo however.<br />
<br />
<br />
'''It doesn't work on X'''<br />
*With Kouma/Ries you have to 2C,3C,delay,623[A]<br />
*With Ryougi after 236C/623C, you have to hit 2C right before they hit the ground.<br />
*2[C] does not land all three hits against Ries/Ryougi<br />
<br />
'''It only works on X'''<br />
*Against Satsuki or Aoko, when theyre low enough to the ground and in hitstun, you can pick them up with 5A/2A/5B/2B into 2C<br />
**Useful in advanced 22B combos, like 2C 3C 22B ~ 2A 2C 3C 623[A] j.[C] ~ sdj.9 j.[C] land 5[C] ~ 2[C] 2C 3C 623[A] 421A/B<br />
<br />
=Strategy=<br />
==Okizeme==<br />
<br />
*496 aka IABD j.C mixups will hit everyone, however you may be unable to follow up with 2C(2hit) on many characters midscreen. In these situations use 2C(1hit), 236C.<br />
<br />
<br />
===Anywhere===<br />
'''623C 4-way mixup'''<br />
*Dash 8j<br />
**land 2C/63214C (crossup, low/throw)<br />
**backdash j.C (uncrossup, high)<br />
**hold back land 2C/63214C (uncrossup, low/throw)<br />
**496 aka IABD j.C (crossup, high)<br />
***If you go for this when your not near the corner you normally need to j.C,2C(1 hit),236C to combo.<br />
<br />
<br />
'''623C 3.5-way mixup'''<br />
*Pause 9sj<br />
**DJ8 before crossup<br />
***Land 2C/63214C (uncrossup, low/throw)<br />
***Hold forward land 2C/63214C (uncrossup, low/throw)<br />
***Hold forward backdash j.C (uncrossup, high)<br />
**DJ8 after crossup<br />
***Land 2C/63214C (crossup, low/throw)<br />
***Hold forward land 2C/63214C (uncrossup, low/throw)<br />
***Hold forward backdash j.C (crossup, high)<br />
<br />
===Midscreen Only===<br />
'''421A/B 4-way mixup'''<br />
*9sj<br />
**Early j.B/C(whiff) land 2C/63214C (uncrossup, low/throw)<br />
**Late j.B/C(whiff) land 2C/63214C (crossup, low/throw)<br />
**Backdash j.C (uncrossup, high)<br />
**496 aka IABD j.C (crossup, high)<br />
***If you go for this when your not near the corner you normally need to j.C,2C(1 hit),236C to combo.<br />
*Ideally you want to pick 421A/B based off the one that will end them as close to the corner as possible without actually being in it.<br />
<br />
<br />
<br />
'''EX Bite 3.5-way mixup (slightly unsafe)'''<br />
*9sj<br />
**Early j.B/C(whiff) land 2C/63214C (uncrossup, low/throw)<br />
**Early j.[C] (uncrossup, high)<br />
***The only way I have ever hit raw j.[C]<br />
**Late j.C/j.[C](whiff) land 2C/63214C (crossup, low/throw)<br />
**Backdash j.C (uncrossup, high)<br />
**496 aka IABD j.C (crossup, high)<br />
***Will whiff on crouchers because of the height.<br />
<br />
<br />
'''3C 3-way mixup'''<br />
*9sj<br />
**backdash j.C(uncrossup, high)<br />
**early backdash j.C(whiff) 2C/63214C (uncrossup, low/throw)<br />
**496 aka IABD j.C (crossup, high)<br />
<br />
<br />
'''623[A](grab version) 3-way mixup'''<br />
*Walk forward, 9sj<br />
**early backdash 2C/63214C (uncrossup, low/throw)<br />
**late backdash j.C (uncrossup, high)<br />
**496 aka IABD j.C (crossup, high)<br />
*Use this against Kouma/Ries when you screw up your BnB and get the grab instead<br />
<br />
<br />
'''3C 4-way mixup (unsafe)'''<br />
*8j<br />
**j.C (uncrossup, high)<br />
**land 2C/63214C (uncrossup, low/throw)<br />
**Hold forward land 2C/63214C (crossup, low/throw)<br />
**Hold forward backdash j.C (uncrossup, high)<br />
**Hold forward 496 aka IABD j.C (crossup, high)<br />
*Word of caution, you can mash out of this mixup.<br />
<br />
===Corner===<br />
*Your options for mixing someone up in Melty in the corner are a bit limited to say the least, but this is the stuff that works and is for the most part safe.<br />
<br />
<br />
'''623C 4-way push mixup'''<br />
*Assumes you pushed them out of the corner slightly with 623B,5B,2A,2C,623C<br />
*dash don't push them into the corner sj8<br />
**496 aka IABD j.C (crossup, high)<br />
**land 2C/63214C (crossup, low/throw)<br />
**backdash j.C (uncrossup, high)<br />
*dash push them into the corner sj8<br />
**backdash j.C (uncrossup, high)<br />
**land 2C/63214C (uncrossup, low/throw)<br />
<br />
<br />
'''623C 4-way mixup'''<br />
*Assumes you pushed them out of the corner slightly with 623B,5B,2A,2C,623C<br />
*delay sj9<br />
**early backdash j.C(whiff),land 2C/63214C (uncrossup, low/throw)<br />
**backdash j.C (uncrossup, high)<br />
**land 2C/63214C (crossup, low/throw)<br />
**496 aka IABD j.C (crossup, high)<br />
<br />
<br />
'''EX Bite'''<br />
*9sj<br />
**early backdash j.C(whiff) 2C/63214C<br />
**late backdash j.C<br />
<br />
<br />
'''421A/B'''<br />
*slight delay dash 9j<br />
**early backdasdh j.C(whiff) 2C/63214C<br />
**late backdash j.C<br />
<br />
<br />
'''Unblockable'''<br />
*While max 623C > whiff Bloodheat activation<br />
**214A > 41236C (loses to high shield > jump/reversals that go up.)<br />
**3C > 41236C (loses to heat/reversals/low shield > jump/low block > jump)<br />
<br />
==Spacing==<br />
<br />
<br />
===623C===<br />
[[File:Catsuki_623C.png]]<br />
*Your signature move<br />
*This move is an amazing anti-air that will completely change the way your opponents have to play against you once you have the meter.<br />
*8 frame startup, 2 active frames<br />
<br />
Pros:<br />
*Completely bonkers hitbox<br />
*Leads into BnB<br />
<br />
Cons:<br />
*Easily baited if your opponent still has another jump or airdash remaining.<br />
*Not a reversal, this move isn't invincible at all so beware of some zoning moves<br />
<br />
<br />
===22A===<br />
[[File:Catsuki_22A.png]]<br />
*Deceptively good anti air<br />
*7 frame startup, 4 active frames<br />
<br />
Pros:<br />
*Deceptively low hurtbox<br />
*Deceptively large hitbox that hits on both sides<br />
*On CH leads to BnB<br />
*Fairly safe on block<br />
*Can't really be baited with double jump<br />
*Regular shielding a jump-in into 22A will counterhit the opponent sometimes, leading into a full combo<br />
<br />
Cons:<br />
*Very unsafe on whiff<br />
*Leads to nothing on non CH<br />
*Loses to really deep reaching air moves.<br />
<br />
===214A(whiff)===<br />
[[File:Catsuki_214A.png]]<br />
<br />
*Super cancel-able move on whiff/block that moves you about 3 character widths.<br />
<br />
Pros:<br />
*Can be used to cancel into super for a surprise 623C or 63214C, to catch your opponent off guard, or hit them when they think they are safe.<br />
*Dash,214A covers a surprising amount of distance.<br />
<br />
Cons:<br />
*Unsafe if predicted<br />
<br />
===2C===<br />
[[File:Catsuki_2C.png]]<br />
*Bonkers range low poke<br />
*6 frame startup, 6 active frames<br />
<br />
Pros:<br />
*Leads to BnB<br />
*Completely safe on whiff cancel<br />
*Stupid fast startup<br />
*Absurd hitbox<br />
<br />
Cons:<br />
*None<br />
<br />
===5A===<br />
[[File:Catsuki_5A.png]]<br />
*Quick air unblockable jab with a solid hitbox<br />
*4 frame startup, 3 active frames<br />
<br />
Pros:<br />
*Very fast startup<br />
*Ex-shield>5A = guaranteed CH vs air<br />
*Air unblockable<br />
<br />
Cons:<br />
*A bit tricky to combo after<br />
<br />
==Pressure==<br />
<br />
<br />
*Catsuki's pressure isn't nearly as good as Hatsuki's, but for the 3-4 seconds it lasts it can be quite scary and because of how absurdly powerful her Oki options are, a single solid hit can be a round.<br />
<br />
*You can trick your opponent into blocking high, then hit them with a low by half charging 5C overhead into 2C (5{C} 2C)<br />
*236B will catch opponents who rely on blocking too much, and leads to 6k+ damage<br />
*2C,2A(whiff)<br />
*IAD j.C<br />
<br />
===3[C]===<br />
*EXTREMELY minus on its own, but you can catch people off guard easily with 3[C] delay 623[A]<br />
*If they block the 623[A], you can still catch jumpouts with 2C, afterwards<br />
*You can also IAD j.C them if they block, expecting you to 2C after 623[A]<br />
*Although really risky, you can feign your 623[A] by either doing 2A or 623[B] 2C after 3[C]<br />
<br />
===63214C===<br />
*Good range really fast command throw that does decent damage and heals a bit of red life, this move is amazing use it whenever you can.<br />
<br />
<br />
===214A(whiff)===<br />
*You can super cancel 214A on whiff which can be used for mixups with 214[A], to try to bait a jump out.<br />
*5B,2B,5C,214A(whiff),63214C<br />
*2C 2B(whiff) 2C 3C 214A(whiff) 63214C<br />
**Guaranteed to make Brandino Salty 100% of the time.<br />
<br />
<br />
===Another Arc Drive===<br />
*This move apparently does not have throw protection.<br />
*So anything 5C,214A,5B,3C,3[C] into AAD are unblockable setups where once you start blocking your dead, see oki section for setups.<br />
*You can combo into this move from MAX with the following examples<br />
**2C 3C 623[A] j.[C] land, BLOOD HEAT, 5B 2C 623C AAD<br />
**2C 3C 623[A] 421A j.2E j.C(whiff) BLOOD HEAT, 5B 2C 623C AAD<br />
<br />
==Dealing with Pressure==<br />
===Blocking===<br />
Just block, sometimes trying to escape pressure right now is too risky so your best bet is just to well block. You can afford to be wait and be cautious because getting hit even once by a clean Catsuki combo can mean a loss of the round because of her scary oki so just play patient and safe while on defense, and look for your opportunity to poke out. This does mean however that sometimes you have to utilize EX-guarding in order to not be guard broken as a general rule of thumb only EX-guard multihit attacks until you really know the matchup.<br />
<br />
===214C===<br />
Your reversal of choice, a fairly quick move that is invincible until it's first active frame which will almost always trade with the opponent normally in your favor. This move is pretty safe on block which is the main reason it is so good.<br />
<br />
===22C===<br />
This is an actual reversal, however it is incredibly unsafe on block/whiff. You only want to use this when you are positive it is going to hit. This move also hits both in front and behind you<br />
<br />
*This move is comboable from fullscreen<br />
**22C 66 sj.9 ~ j.B land (5A?) 623[B] (OTG)<br />
<br />
===63214C===<br />
This move can be used as a reversal against opponents trying to delay meaty you on the ground to bait a reversal, will make people want to never play you again.<br />
<br />
===2C===<br />
Go back and look at that hitbox and remember 6 frame startup, having this option open will mess up some characters when pressuring you.<br />
<br />
===EX-Shield===<br />
Since you are playing Crescent moon and have a 4 frame jab that means that if you read an air move with EX_Shield, immediatly pressing 5A is a guaranteed CH, which you can follow up with a full BnB.<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3">2A</font> '''<br />
<br />
- [Mid] 4 frame startup. You're playing Melty, which means 2A is a good move. Now that there is no longer any silly A armor, this move is way better :D.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5A</font> '''<br />
<br />
- [Mid] 4 frame startup. Solid anti air, can combo into 623C or the 421X series.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2B</font> '''<br />
<br />
- [Low] 8 frame startup. Has worse range than 2C. Had a few gimmick uses before because of A armor but since that is gone now, use this only for filling out full damage combos.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5B</font> '''<br />
<br />
- [Mid] 9 frame startup. An arm swipe that moves Satsuki forward. It also has an excellent 7 active frames making tech punishes a joke.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">2C</font> '''<br />
<br />
- [Low] 6 frame startup. Hits twice has crazy range. Use this alot, ALOT ALOT.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">2[C]</font> '''<br />
<br />
- [Low] 26 frame startup. 3 hits, tons of guard damage, frame advantage on block, tons of damage on hit.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">5C</font> '''<br />
<br />
- [Mid] 11 frame startup. Satsuki slams her fists into the ground. Mostly combo filler but can also be used to create tricky blockstrings and frametraps.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">5[C]</font> '''<br />
<br />
- [Overhead] 31 frame startup. Primarily used as a combo filler. Has weird guard point around fists that isn't very reliable.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">3C</font> '''<br />
<br />
- [Low] 13 frame startup. Satsuki slides forward.<br />
|-<br />
| width="" | ''' <font size = "3">3[C]</font> '''<br />
<br />
- [Low] 26 frame startup. Satsuki slides further forward than 3C. Launches on hit.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JA</font> '''<br />
<br />
- [Mid] 4 frame startup. Quick jab with a solid hitbox around head level used to fish for air counterhits which lead to big damage.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">JB</font> '''<br />
<br />
- [Overhead] 6 frame startup. If you're trying to run away from something in the air, this is normally the move you throw out while backdashing.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3">JC</font> '''<br />
<br />
- [Overhead] 8 frame startup. Air to ground move of choice. This and your backdash are pretty much the main reason why Satsuki's oki is so insane.<br />
<br />
|-<br />
| width="" | ''' <font size = "3">J[C]</font> '''<br />
<br />
- [Overhead] 24 frame startup. Faster than it was in the PS2 version by 1 frame. The J[C] link for her BnB is now a 3 frame link.<br />
<br />
<br />
|}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Don't interrupt me...! - 22ABC</font> '''<br />
<br />
* '''Description''' - Ground Pound move, this gives you a really low hitbox which makes it good as an anti air<br />
* '''A version''' - [Mid] 8 frame startup. One fast pound. This gets more counter hits than you might think and gives a combo off of counter hit. Compared to 22B it has 1 frame faster startup and is less unsafe on block. <br />
* '''B version''' - [Mid] 9 frame startup. Two pounds. EX cancellable, and is used in C-Satsuki's harder combo game.<br />
* '''EX version''' - [Mid, Reversal] 10 frame startup. Invincible from frames 1-9. Seven pounds of fury and wallslam on hit. Along with 214C, this is Satsuki's best reversal. Compared to 214C, 22C has better hitboxes but much much worse on block. What would happen on block is that the opponent would get pushed out of range and you would be left pounding nothing. No followup outside corner. <br />
<br />
|-<br />
| width="" | ''' <font size = "3"> Sacchin's Arm Grasping the Endless Dream - 236ABC</font>'''<br />
<br />
* '''Description''' - Generic ground arm grab series, in general not very useful.<br />
* '''A version''' - [Mid] 8 frame startup. Pretty quick with OK range but blockable. That one move you are not going to use. On hit, it is similar to Satsuki's normal ground throw, as in techable and no real follow-up. On block, it is not too bad, but pushes you far away, and you lose your pressure. Don't use this. <br />
* '''B version''' - [Unblockable] 31 frame startup. Much better than 236A but bit gimmicky due to its long startup. Satsuki tosses the opponent right in front of her. It gives you untechable knockdown, so you can OTG (be quick though) and go into a combo. Throw this in blockstrings occasionally when the opponent respects them. <br />
* '''EX version''' - [Mid] 10 frame startup. Invincible from frames 1-3 EX ground grab. Has a vacuum effect (as evident in the tornado around her arm), so it can grab opponents from about 2 character lengths away. On hit, Satsuki ground bounces the opponent (untechable) just like 623C. You could end ground combos into this and go into mixup or continue the combo, but you have better uses for your meter, and this is still pretty slow (disadvantageous on block). <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> Sacchin's Arm Chasing the Unreachable Dream - 623ABC</font>'''<br />
<br />
* '''Description''' - Anti air grab series, prepare to use this ALOT.<br />
* '''A version''' - 6 frame startup. When the opponent is on the ground, barely above ground, or too far, you get the uppercut launcher. Otherwise, you get the grab. <br />
**Uppercut [Mid] This can serve as a launcher but its charged version is used more for combos, because doing 623A after 2C 3C usually gives you the grab, not the launcher. 623[A] comes out a bit slower and results in a launcher usually, since the opponent fell enough to be near the ground.<br />
**Grab [Unblockable] This looks like normal ground throw (chucks opponent backwards), but it is not air techable. It is still ground techable though. Potential tech punish, but don't count on it. <br />
* '''[A] version''' - 14 frame startup. When the opponent is on the ground, barely above ground, or too far, you get the uppercut launcher. Otherwise, you get the grab. <br />
** Uppercut [Mid] This is part of your main BnB launcher series: 2C 3C 623[A]. Not too useful on its own (small horizontal range) but essential. <br />
**Grab [Unblockable] Gives you an untechable knockdown that looks like 236B, but you cannot OTG afterwards, so useless for combos. You don't really get a good okizeme either.<br />
* '''B version''' - [Unblockable] 6 frame startup. Just a normal anti-air grab that looks just like MBAC Satsuki's 623A, with 8 startup frames and 8 active frames. The throw is just like the ground throw: air techable, but potential OTG if not teched. <br />
* '''[B] version''' - [Unblockable] 14 frame startup. Much like MBAC Satsuki's 623B, except 1 frame faster. OTG with 5B, 2C, and 5C and start combos with 623C. Thankfully, 5B OTG works on all characters in MBAA. <br />
* '''EX version''' -[Unblockable] 8 frame startup. Invincible from frames 1-3. Arguably Satsuki's single best move and one of the best anti-air in the game. Satsuki vacuums in opponents in air within range to her hand and slams them down so hard that they bounce back up. The whole process is untechable. 2 frame active, 34 frame recovery.<br />
<br />
|-<br />
| width=""| ''' <font size = "3"> Let's go~! - 214ABC</font>'''<br />
<br />
* '''Description''' - Wax On, Wax Off<br />
* '''A version''' - [Mid] Satsuki punches opponent while moving forward. You can hold this to stagger the attack, but "fully charged" version is actually just a feint (not so useful). The punch's hitbox is pretty good (can hit higher than you might think) and jump cancelable on hit, but not used outside a few combos and setups.<br />
**YOU ARE NOT HALF MOON, YOU CANNOT JUMP CANCEL THIS ON BLOCK!!!<br />
* '''B version''' - [Overhead] Slow (29 frame) overhead. On hit, you get a launch that can be followed up with 623C or airthrow. Like 236B, it can be used occasionally in blockstrings as gimmicks. It is surprisingly safe on block at -2, though. Can combo to 623[B] for big damage.<br />
* '''[B] version''' - [Overhead, unshieldable] After a while (around 3 arm rotations), the punch becomes a single-hit (overhead at max range as well) unshieldable, overhead attack. This causes a wallslam on hit. If you are close to the corner, you can follow up with j.[C] dribble combos for huge damage. Also, eats away a LOT of guard meter on block. Good luck landing this in an actual match though.<br />
** Only the first hit is an overhead, meaning if you use this too far for some reason, this would not be an overhead. Charge this just a bit to double the damage of the overhead hit. <br />
* '''EX version''' - [Mid, Reversal] 12 frame startup(?). Invincible from frames 1-12. Wallslams on hit so that you can get out of pressures. It is also pretty safe (-2 frame). Combos into 2C and then into whatever in corners, but proration makes longer combos off of 214C not worth the effort. This move almost always results in a trade in your favor, when used as a reversal.<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> Sacchin Dunk Slamming Down Whatever She Grabs - 421ABC</font>'''<br />
<br />
* '''Description''' - http://www.youtube.com/watch?v=g6zqHKd265E<br />
* '''A version''' - [Unblockable] 7 frame startup. Short leaping airgrab. The smash part of the dunk gives an untechable bounce just like Satsuki's MBAC air throw. This does mean that 421A can lead into 4-way mixup with superjump 29. You can also catch jumpouts, but 421B is better at that. Unsafe on whiff. <br />
* '''B version''' - [Unblockable] 11 frame startup. Satsuki leaps a bit farther. Same properties as 421A except 4 more frames of startup.<br />
* '''EX version''' - [Unblockable] 8 frame startup. Invincible on frame 2 and frames 4-7. EX dunk. It is like 623C except Satsuki jumps. Awesome if the opponent jumps, but painful if whiffed. You can still 4-way with this, but you end up a bit closer to the opponent than with 421A/B, so adjust accordingly. As an anti-air, this reaches higher than 623C but does not hit at some lower angles. <br />
<br />
|-<br />
| width="" | ''' <font size = "3"> Sorry but just one bite! - 63214C</font>'''<br />
<br />
* '''Description''' - EX Bite. Both version drain 1/4 of damage it deals in life and gives a hard knockdown. <br />
* '''Ground Version''' - [Unblockable] 3 frame startup. Invincible at super flash. Very fast command throw with decent range (1.2 Satsukis away). At 3 frame startup and 0 post-flash frames, any opponent on ground and in range will be grabbed. Use EX Bite as a tick throw instead of normal ground throw, since this is infinitely better and Satsuki's not as meter-reliant as before. <br />
* '''Air Version''' - [Unblockable] (2 hits) Slower than ground EX Bite with 9 frame startup and 3 post-flash frames. There is no practical way to combo into this, so it is hard to hit with this during an actual fight. The recovery isn't too bad (15 frames), but don't use this too much since you will whiff and get hurt. You can OTG off of the knockdown.<br />
**Apparently, it is possible to use EX Bite after the opponent blocks j.B close to you, but this kind of chance won't come that often.<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> I'm Angry! </font> '''<br />
<br />
* [Unblockable] Does nothing. 16 frame startup, 12 post-flash frames, so the opponent can easily jump away. You do have invincibility, so maybe use this to counter attacks at close range. Don't count on it though. <br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> I'm Very Angry! </font> '''<br />
<br />
*[Ground unblockable, air blockable] 12 frame startup, 6 post-flash frames. For easy damage, combo into AAD from 214C, 623C, or 236C.<br />
**Has no throw protection 5C/214A/5B>AAD, blockstring into unblockable.<br />
**NERFED, no longer air-unblockable.<br />
**Can also be shielded now. Very unreliable to use outside of a combo...or blockstring.<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> Reality Marble - Depletion Garden </font> '''<br />
<br />
*MASSIVE damage, circuit break, and impossible to avoid.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Twohttps://wiki.gbl.gg/index.php?title=Melty_Blood/MBAACC/Akiha_Tohno/Full_Moon&diff=43601Melty Blood/MBAACC/Akiha Tohno/Full Moon2019-03-04T08:40:09Z<p>Two: /* Normal Moves */</p>
<hr />
<div>=Combos=<br />
<br />
'''Be sure to check this article about F-Akiha:''' https://drunkardshade.com/2015/07/22/melty-bits-f-akiha/<br />
<br />
'''Normal Combos'''<br />
*5B 5C 4C jc j.B j.C dj j.B j.C AT<br />
:Basic midscreen combo ending with an airthrow. This ender isn't actually used much thanks to j.2C, but if you really need the damage to win the round, you may want to use the airthrow after all. Some characters require hitting with j.A once or twice instead of the first j.B due to odd hitbox or distance.<br />
<br />
*5B 5C 4C jc j.B j.C sdj j.C j.2C<br />
:Mostly the same as above, but with a super double jump (tap 9 quickly or input 29) tacked on to make sure j.2C hits, which is the ender you want in order to keep pressure on your opponent. It gives a hard knockdown which you can OTG the opponent after or go for a setup.<br />
<br />
*5B 5C 4C jc j.AAA airdash j.AA sdj j.AAA j.2C<br />
:Looks odd and doesn't do as much damage as above for obvious reasons, but it provides a lot of corner carry. Use this if you hit the opponent with your back to the corner and you want them on the other side of the screen.<br />
<br />
*AT 2A 4C jc j.B j.C sdj j.C j.2C<br />
:Midscreen combo from gold airthrow.<br />
<br />
*236D 2B 5C 4C jc j.B j.C sdj j.C j.2C<br />
:Midscreen combo from shield counter.<br />
<br />
'''Corner Combos'''<br />
*5B 5C 6C 214B xx 2B 5C 6C TK236[B] j.B j.C sdj j.C j.2C<br />
:Use when opponent is in corner for bigger damage. 214B xx 2B is a link which gets harder the more hits you have in the combo due to gravity, so consider replacing 2B with 2A if it's too tough. Also, you can't OTG after this combo because of the wallslam limit - if you want to, omit the second 5C or 6C.<br />
<br />
*AT 2A 5C 6C TK236[B] j.B j.C sdj j.C j.2C<br />
:Nets a bit more damage than the midscreen airthrow combo.<br />
<br />
*236D 2C 6C TK236[B] j.B j.C sdj j.C j.2C<br />
:A little more damaging than the midscreen shield counter combo. You can go into this even if your back is to the corner by dashing under the opponent following a successful 236D.<br />
<br />
'''Metered Combos'''<br />
*5B 5C 6C 214B xx 2B 5C 6C TK236[B] j.B j.C sdj j.C j.2C IH j.C land j.A j.C sdj j.C j.2C<br />
:Initiative Heat combo for when you're at MAX. Same notes apply to the last combo. Hit A+B+C right when j.2C hits and delay the j.C afterwards slightly, preferably to right before they hit the ground. Jump immediately after landing and continue, adding j.B if it seems like they're low enough. In addition to recovering red health and getting additional damage, your opponent will be afraid of your Arc Drive right afterwards as it's unblockable and catches jump-outs.<br />
<br />
=Strategy=<br />
Do what you need to do to extrapolate on the character. Here are example categories below.<br />
<br />
==Full==<br />
<br />
<br />
==Spacing==<br />
<br />
<br />
==Pressure==<br />
<br />
<br />
=Move Descriptions=<br />
==Normal Moves==<br />
<br />
======<font style="visibility:hidden" size="0">2A</font>======<br />
{{DFC-Move<br />
|image=placeholder.png<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{MBCCAttackData<br />
|damage=300<br />
|reddamage=<br />
|proration=Absolute: <br />
|circuit=3.0%<br />
|cancel= SE, SP, EX, (J), N<br />
|guard=L<br />
|startup=4<br />
|active=4<br />
|recovery=4<br />
|frameAdv=+11 Hit<br />
+3 Block<br />
|invuln=<br />
|<br />
|description=description<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5A</font>======<br />
{{DFC-Move<br />
|image=placeholder.png<br />
|caption=<br />
|name=5A<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Absolute:<br />
|circuit=<br />
|cancel= SE, SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=+12 Hit<br />
+2 Block<br />
|invuln=-<br />
|<br />
|description=Standing jab. Reaches roughly about the same height as her Crescent/Half moon 5A.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2B</font>======<br />
{{DFC-Move<br />
|image=placeholder.png<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{MBCCAttackData<br />
|damage=500+400<br />
|reddamage=<br />
|proration=Absolute:<br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=L<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=+16 1st, +18 2nd<br />
+3 Block<br />
|invuln=<br />
|<br />
|description=Standard low jab with a different animation. Has less recovery than a regular 2A and is actually +3 on block.<br />
}}<br />
}}<br />
<br />
<br />
======<font style="visibility:hidden" size="0">5B</font>======<br />
{{DFC-Move<br />
|image=placeholder.png<br />
|caption=<br />
|name=5B<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=<br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery= <br />
|frameAdv=+15 Hit<br />
-1 on Block <br />
|invuln=<br />
|<br />
|description=Totally different move, she hits low with a shin kick. -1 on block. Although it hits low, it can be shielded high.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2C</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative: <br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=L<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=Hard Knockdown<br />
-1 Block<br />
|invuln=<br />
|<br />
|description=Has a different animation from her Crescent/Half moon, seems to have a smaller hitbox but its possible to still anti-air with it but very risky.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5C</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative: <br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=+15 Hit<br />
-3 Block<br />
|invuln=<br />
|<br />
|description=Moves her forward momentum and wallslams airborne opponents.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3C</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=3C<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative: <br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=Launch on Hit<br />
-4 Block<br />
|invuln=<br />
|<br />
|description=Once again this move is borrowed from her Crescent and Half-Moon counterparts, it's the animation from the follow-up portion of 5BB. Has some excellent vertical range. Can be super jump canceled.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6C</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=6C<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative: <br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=+18 Hit<br />
-8 Block<br />
|invuln=<br />
|<br />
|description=Akiha lifts her leg forward and places her foot into the opponent. Keeps opponent stationary when hit can only be special canceled.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">4C</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=4C<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative: <br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=Launch on Hit<br />
-10 Block<br />
|invuln=<br />
|<br />
|description=Has the same hitbox as her other moons but in Full her 4C will launch grounded opponents. It can also be used to beat pokes if timed correctly.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.A</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative:<br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|<br />
|description=Jump jab, this attack angles upwards/forwards<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.B</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative:<br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|<br />
|description=A jump kick, this attack also angles upwards. Also looks like it can cross-up in some situations. A good move to air-to-air with.<br />
}}<br />
}}<br />
<br />
<br />
======<font style="visibility:hidden" size="0">j.C</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative: <br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|<br />
|description=The amazing j.C, nice priority and huge cross-up hitboxes. Angles downwards<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.2C</font>======<br />
{{DFC-Move<br />
|image=placeholder.jpg<br />
|caption=<br />
|name=j.2C<br />
|data=<br />
{{MBCCAttackData<br />
|damage=<br />
|reddamage=<br />
|proration=Relative: <br />
|circuit=<br />
|cancel= SP, EX, (J), N<br />
|guard=HL<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|<br />
|description=No longer an overhead, and has some odd momentum associated with it. Doesn't completely stop her momentum like Crescent Akiha's j.2C but doesn't completely retain it either. Has crossup hitboxes and knocks down airborne opponents. Also, the hitbox of this move is really misleading, as it doesn't hit above her, or even in front of her at all. It pretty much only hits below her. So in combos, a super double jump will almost always be necessary to get Akiha at the right height for j.2C to connect. Can be blocked high or low.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"|''' <font size = "3"> Name 「JP name」 - 22ABC</font> '''<br />
<br />
* '''(Description)''' - Simply describe the move here and what it can be used for<br />
* '''(A version)''' - This is where you put what the version of the move can be used for and how its different from the rest of the moves.<br />
* '''(B version)''' - Ditto<br />
* '''(EX version)''' - This is were you describe what happens when you feed it 100%<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 236ABC</font>'''<br />
<br />
* '''(Description)''' - <br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 28ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 623ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - 214ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | ''' <font size = "3"> 「」 - 421ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| ''' <font size = "3"> 「」 - J22ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
<br />
|-<br />
| width="" | '''<font size = "3"> 「」 - 426ABC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(A version)''' -<br />
* '''(B version)''' -<br />
* '''(EX version)''' -<br />
<br />
|-<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 - BC</font>'''<br />
<br />
* '''(Description)''' - ...<br />
* '''(Standing)''' -<br />
* '''(Crouching)''' -<br />
* '''(Airborne)''' -<br />
<br />
|}<br />
<br />
<br />
==Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AD description<br />
<br />
<br />
|}<br />
<br />
==Another Arc Drive==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - AAD description<br />
<br />
|}<br />
<br />
==Last Arc==<br />
<br />
{| border="0" cellspacing="5" width="100%"<br />
| width="" style="background:#E8E8E8;"| '''<font size = "3"> 「」 </font> '''<br />
<br />
* '''(Description)''' - LA description. Mention where it is activated (air or ground shield) first.<br />
<br />
|}<br />
<br />
{{MBCC}}<br />
<br />
[[Category:Melty Blood]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Kiki&diff=43224Wonderful World/Kiki2019-02-28T16:47:13Z<p>Two: Created page with "image:Kikiwiki.jpeg| '''Full Name:''' Kiki Sayabashiri (キキ・サヤバシリ) <br> '''Age:''' 13 <br> '''Profession:''' Ninja <br> '''Height:''' 135 cm <br> '''Weight:''..."</p>
<hr />
<div>[[image:Kikiwiki.jpeg|<br />
'''Full Name:''' Kiki Sayabashiri (キキ・サヤバシリ)<br />
<br><br />
'''Age:''' 13<br />
<br><br />
'''Profession:''' Ninja<br />
<br><br />
'''Height:''' 135 cm<br />
<br><br />
'''Weight:''' 34 kg<br />
<br><br />
'''Likes:''' Japanese food<br />
<br><br />
'''Dislikes:''' Western food<br />
<br><br />
'''Values:''' Thick Geta (Footwear)<br />
<br><br />
'''Weapon:''' Sheathed Running Technique<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Kiki, as of patch 0.938, is a stance based mixup character with a unique fighting style that may be hard to get used to. She has trouble with neutral, but once she gets in, her mixup and damage combined might win her the match.<br />
<br />
Kiki is best suited for lab monsters and people who want a unique mixup character.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Prospect (疾駆) || [[image:O.png]] (Direction sensitive)<br />
|- style="background:#DDDDDD"<br />
| Lightning Flash (電光石火) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| Sheathed Running Technique (鞘走流体術) || Her stance can be cancelled into three consecutive stance specials. Her stance jumps do not give her regular air mobility.<br />
|- style="background: #DDDDDD"<br />
| Hiryan - Two (飛燕・弐式) || (While on wall using Hiryan) [[image:O.png]]<br />
|-<br />
| Hiryan Kai (飛燕・改) || (In the air after Hiryan) [[image:2.png]][image:2.png]][[image:+.png]][[image:O.png]]<br />
|- style="background: #DDDDDD"<br />
| Hiryan Riki (飛燕・参式) || (While on wall using Hiryan) [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Rapid Fire Thrust (速射突き) || (While in Prospect) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Round Moon (円月) || (While in Prospect) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Water Slash (水面斬り) || (While in Prospect) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Kazanagi (風薙) || (While in Prospect) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| Heaven Blaze (陽炎) || (While in Prospect) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|- style="background:#DDDDDD"<br />
| Hayan (飛燕) || (While in Prospect) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Swift Eagle (鷲迅脚) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rakugo (極楽鳥) || (Air) [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| Hammer Drop (鉄槌落とし) || (Air) [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:HS.png]]<br />
|- style="background:#DDDDDD"<br />
| Third Passage (三途渡し) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|-<br />
| Meteor Fall (流星落) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Strange Act (変わり身) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:P.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Major Moonlight (五月雨月光斬) || (After Sheathed Running Technique, Third Passage, Meteor Fall, or Strange Act) [[image:2.png]][[image:1.png]][[image:4.png]][[image:6.png]][[image:+.png]][[image:K.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 2K 5SS 5H 2H 5O 214S-j.214HS-j.236S<br />
*Easy go-to beginner's BnB, does pretty solid damage.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=File:Kikiwiki.jpeg&diff=43223File:Kikiwiki.jpeg2019-02-28T16:46:09Z<p>Two: .</p>
<hr />
<div>== Summary ==<br />
.</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Chartette&diff=42579Wonderful World/Chartette2019-02-19T01:41:22Z<p>Two: /* BnBs */</p>
<hr />
<div>[[image:chartette.jpeg|<br />
'''Full Name:''' Chartette Leor (シャルテット・レオール)<br />
<br><br />
'''Age:''' 17<br />
<br><br />
'''Race:''' Ajin/Beastkin<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Being pet<br />
<br><br />
'''Dislikes:''' Thunder<br />
<br><br />
'''Values:''' Family<br />
<br><br />
'''Weapon:''' Giant Earth Shaking Sword<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Chartette, as of patch 0.938, is the strongest yet slowest character in the game, with normals that cover every angle, damage that can easily lead into combos that do 70% of your hp or more, and a projectile invuln, fullscreen air unblockable special that leads into an instant kill on counterhit. <br />
<br />
Chartette is best suited for people who really want to see their opponent suffer.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Void Impact (ヴォイドインパクト) || [[image:O.png]] or [[image:2.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Cannon Impact (キャノンインパクト) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Upper Swing (アッパースウィング) || [[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rolling Slash (ローリングスラッシュ) || Mash [[image:HS.png]] in the air<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Heavy Tail (ヘヴィテイル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Spiral Typhoon (スパイラルタイフーン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Drill Blade (ドリルブレイド) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rock Break (ロックブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Terra Break (テラブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 236P 2K 236P 214S<br />
<br />
'''Meterless, Near Corner''' 6HS 2K 236P 214S<br />
<br />
'''100% Meter, Anywhere''' 236HS Counterhit ~ 236HS 2S 5HS Finish Skill<br />
*ToD number 1, omit finish skill for oki if you dont have meter or want to save it for next round.<br />
<br />
'''100% Meter, Anywhere/Midscreen''' 6HS Finish Skill<br />
*ToD number 2, stupid cheap but will rarely hit. Will only 100 - 0 Aiwhen and Sasari in the corner.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Chartette&diff=42578Wonderful World/Chartette2019-02-19T01:38:57Z<p>Two: /* BnBs */</p>
<hr />
<div>[[image:chartette.jpeg|<br />
'''Full Name:''' Chartette Leor (シャルテット・レオール)<br />
<br><br />
'''Age:''' 17<br />
<br><br />
'''Race:''' Ajin/Beastkin<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Being pet<br />
<br><br />
'''Dislikes:''' Thunder<br />
<br><br />
'''Values:''' Family<br />
<br><br />
'''Weapon:''' Giant Earth Shaking Sword<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Chartette, as of patch 0.938, is the strongest yet slowest character in the game, with normals that cover every angle, damage that can easily lead into combos that do 70% of your hp or more, and a projectile invuln, fullscreen air unblockable special that leads into an instant kill on counterhit. <br />
<br />
Chartette is best suited for people who really want to see their opponent suffer.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Void Impact (ヴォイドインパクト) || [[image:O.png]] or [[image:2.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Cannon Impact (キャノンインパクト) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Upper Swing (アッパースウィング) || [[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rolling Slash (ローリングスラッシュ) || Mash [[image:HS.png]] in the air<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Heavy Tail (ヘヴィテイル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Spiral Typhoon (スパイラルタイフーン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Drill Blade (ドリルブレイド) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rock Break (ロックブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Terra Break (テラブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 236P 2K 236P 214S<br />
<br />
'''Meterless, Near Corner''' 6HS 2K 236P 214S<br />
<br />
'''100% Meter, Anywhere''' 236HS Counterhit ~ 236HS 2S 5HS Finish Skill<br />
*ToD number 1, omit finish skill for oki if you dont have meter or want to save it for next round.<br />
<br />
'''100% Meter, Anywhere/Midscreen''' 6HS Finish Skill<br />
*ToD number 2, stupid cheap but will rarely hit. Will only 100 - 0 Aiwhen in the corner.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Twohttps://wiki.gbl.gg/index.php?title=Wonderful_World/Chartette&diff=42577Wonderful World/Chartette2019-02-19T01:35:43Z<p>Two: </p>
<hr />
<div>[[image:chartette.jpeg|<br />
'''Full Name:''' Chartette Leor (シャルテット・レオール)<br />
<br><br />
'''Age:''' 17<br />
<br><br />
'''Race:''' Ajin/Beastkin<br />
<br><br />
'''Height:''' 153cm<br />
<br><br />
'''Weight:''' 44kg<br />
<br><br />
'''Likes:''' Being pet<br />
<br><br />
'''Dislikes:''' Thunder<br />
<br><br />
'''Values:''' Family<br />
<br><br />
'''Weapon:''' Giant Earth Shaking Sword<br />
|frame|right]]<br />
<br />
= Introduction =<br />
<br />
Chartette, as of patch 0.938, is the strongest yet slowest character in the game, with normals that cover every angle, damage that can easily lead into combos that do 70% of your hp or more, and a projectile invuln, fullscreen air unblockable special that leads into an instant kill on counterhit. <br />
<br />
Chartette is best suited for people who really want to see their opponent suffer.<br />
<br />
= Move List =<br />
<br />
{| style="width:500px; border:1px solid silver"<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Special Skill'''<br />
|-<br />
| Void Impact (ヴォイドインパクト) || [[image:O.png]] or [[image:2.png]][[image:O.png]]<br />
|- style="background:#DDDDDD"<br />
| Cannon Impact (キャノンインパクト) || [[image:2.png]][[image:2.png]][[image:+.png]][[image:O.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Command Normals'''<br />
|-<br />
| Upper Swing (アッパースウィング) || [[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rolling Slash (ローリングスラッシュ) || Mash [[image:HS.png]] in the air<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Specials'''<br />
|-<br />
| Heavy Tail (ヘヴィテイル) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:P.png]]<br />
|- style="background:#DDDDDD"<br />
| Spiral Typhoon (スパイラルタイフーン) || [[image:2.png]][[image:1.png]][[image:4.png]][[image:+.png]][[image:S.png]]<br />
|-<br />
| Drill Blade (ドリルブレイド) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:S.png]]<br />
|- style="background:#DDDDDD"<br />
| Rock Break (ロックブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|-<br />
| colspan=2 style="background:#B0B0B0" | '''Finish Skill'''<br />
|-<br />
| Terra Break (テラブレイク) || [[image:2.png]][[image:3.png]][[image:6.png]][[image:2.png]][[image:3.png]][[image:6.png]][[image:+.png]][[image:HS.png]]<br />
|}<br />
<br><br />
{{WW_Key}}<br />
<br />
= Strategy =<br />
<br />
== Neutral Game ==<br />
<br />
== Pressure Game ==<br />
<br />
= Combos =<br />
<br />
== BnBs ==<br />
'''Meterless, Anywhere''' 2P 236P 2K 236P 214S<br />
<br />
'''Meterless, Near Corner''' 6HS 2K 236P 214S<br />
<br />
'''100% Meter, Anywhere''' 236HS Counterhit ~ 236HS 2S 5HS Finish Skill<br />
*ToD number 1, omit finish skill for oki if you dont have meter or want to save it for next round.<br />
<br />
'''100% Meter, Anywhere/Midscreen''' 6HS Finish Skill<br />
*ToD number 2, stupid cheap but will rarely hit. Might not kill in corner against some characters.<br />
<br />
{{WW}}<br />
[[Category:Wonderful World]]</div>Two