Duels of Fortune/Baron: Difference between revisions

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|name='''Star Breaker Slam'''
|name='''Star Breaker Slam'''
|input = 5SP <br> [[File:DoF_Buttons_Super.png|30px|link=]]
|input = 5SP <br> [[File:DoF_Buttons_Super.png|30px|link=]]
|image=DoF__5SP.png
|image=DoF_Baron_5SP.png
|hitbox=DoF__5SP_Hitbox.png
|hitbox=DoF_Baron_5SP_Hitbox.png
|caption=Heavenly Baron Buster
|caption=Heavenly Baron Buster
|data=
|data=
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|name='''Muscle Form: Red Supergiant'''
|name='''Muscle Form: Red Supergiant'''
|input = 2SP <br> [[File:DoF_Direction_Down.png|20px|link=]][[File:DoF_Buttons_Super.png|30px|link=]]
|input = 2SP <br> [[File:DoF_Direction_Down.png|20px|link=]][[File:DoF_Buttons_Super.png|30px|link=]]
|image=DoF__2SP.png
|image=DoF_Baron_2SP.png
|hitbox=DoF_2SP_Hitbox.png
|hitbox=DoF_Baron_2SP_Hitbox.png
|caption=
|caption=Spend 50 meter to win neutral
|data=
|data=
   {{AttackData-DoF
   {{AttackData-DoF

Revision as of 00:19, 21 May 2024

Overview
Overview

As the biggest body in the game, Baron Brightstar takes his place in Duels of Fortune as the slow but powerful grappler. As any character of his nature, Baron is built on extremes. Unlike some he shares the archetype with though, Baron's neutral tools are more than strong enough to keep him in the game. His normals alone are massive and have incredible conversion potential, usually being able to route into huge damage and great okizeme even off far hits. Pokes like 5M, 4H, and 2[H] in particular have huge amounts of utility in the neutral game. Once he's in, his monstrous pressure starts. Baron has 3 command grabs between 4S~S, 5S, and 63214S. 4S~S, Orbital Grapple, is somewhat niche in use due to long startup although the reward is decent. 5S, Brightstar Bomber, has more uses. Its startup is solid, it gives an HKD, a combo in the corner, but only does 3500 damage. 63214S though, Grand Brightstar Bomber, is the showstopper. Having a blazing fast startup, good range, a whopping 6000 damage, and leading to huge combos in the corner, it rightfully earns its status as one of the only input moves in the game. Its only weakness is giving no knockdown in midscreen, but gaining the corner as Baron isn't difficult. These throws aren't Baron's only mixups either. Using his 2S, Baron can threaten an armored unblockable by charging it up to max level, and with the right knockdowns, he can even set it up meaty. These add another layer to his already threatening mixups. His defensive tools aren't lacking either. Baron's reversals are just as massive as he is, making spacing them out quite difficult. On top of that, his 2S doubles as a frame 2 armored option. While can lose to some strings, lows, and throws, the threat of it can force opponents to rethink their usual pressure since he has a free way of challenging gaps. In addition, Grand Brightstar Bomber is fast enough to catch people playing overly respectively when they're trying to bait reversals. His health being the highest in the game at 30000 further makes his defensive capabilities strong, as even beyond allowing him to survive more hits, it means he'll naturally build more burst and meter over the course of a round.

Baron though is a big body grappler and not without the flaws they come with. Baron has by far the weakest movement in the game, with no forward dash, air dashes, increased pre-jump, and slow walk speeds. Altogether, these make him incredibly immobile, having to slowly walk opponents down while checking with his normals. This generally means he doesn't get to take the match at his pace, and instead has to play reactively to the opponent. This further ties in with how committal his primary neutral tools are. 2[H], 4H, 4S, and his jump, while important to his neutral game, are also all unsafe if the opponent properly reacts and counters them. This further makes it difficult for Baron to initiate interactions. His massive body doesn't do him any favors either, as he has the biggest hurtbox in the game. This leaves him open to unique pressure situations including on a couple characters an infinite blockstring in the corner, and also just means he has a tendency to get hit by things other characters could avoid like upwards angled projectiles. Possibly his biggest flaw though is his weakness to guard cancel reversals. As a big character, most of his normals have higher than average recovery. As a result, it's easier than normal for most characters to reactively guard cancel to punish him for trying to run his pressure. While this doesn't invalidate how strong and rewarding his offense is, the dynamic and flow of how he does it completely changes the moment the opponent has enough meter to reversal. It's important to take it into account and not just auto-pilot his sequences.

Playstyle
Baron armors his way into the opponent's face and mixes them with his terrifying command grabs.
Pros Cons
  • Fear Invoking Mixups - Like any good grappler, Baron's command grabs are terrifying to get hit by. While not especially rewarding in midscreen besides solid damage, both of Baron's main command grabs give a combo in the corner, combos that can deal over 20K with 50 meter. Making this even more scary is his hit reward, with his bnbs dealing by far the most in the game besides Johnson, usually over 10K. These often carry to the corner too. Additionally, he has the ability to restand in combos using 2S, letting him loop pressure even if he doesn't have an HKD available.
  • Big Normals - Baron's normals while not disjointed cover a sizable distance and generally convert into combos very well. Standouts are 5M, 4H, and 2[H]. 2[H] in particular is similar to Potemkin's slide head, but it's capable of converting to combos even at a distance. 4H and 2[H] are also armored, giving them greater utility for dealing with zoning.
  • Strong Defensive Choices - While he does have slow buttons, Baron has plenty of ways to deal with pressure. His reversal is huge and covers his entire body, making it great at catching even crossups. His wakeup reversal is even bigger, one of the biggest in the game. Beyond reversal, his 2S is a near frame 1 armored move, allowing him to interrupt gaps without spending resources.
  • High Health - Baron has by far the highest health in the game at 30K. This means he often takes an extra hit or two to kill, giving him more time to start his offense and build resources.
  • Vulnerable to Guard Cancel - Baron's normals have above average recovery, meaning he's more consistently punished by guard cancel compared to the rest of the cast. This is particularly tough for him, as he can have trouble getting into close range to begin with, and a gc can potentially mean having to go through the entire neutral game again. There are ways for him to play around them but it's generally not easy.
  • Awful Movement - Baron has the weakest movement in the game, lacking a forward dash, air dashes, having extra long prejump, and very slow walk speeds. This makes getting in on opponents and dealing with characters who have strong mobility quite difficult.
  • Committal Neutral - While Baron's neutral options are incredibly threatening due to their reward, most can be reliably avoided by patient and reactive opponents, and many are punishable if the opponent understands how they work.
  • Huge Hurtbox - Baron has the biggest hurtbox in the game, meaning he tends to be caught by all sorts of things including a few instant overheads. In particular, it makes reaction anti-airing difficult.

DoF Baron Name.png
DoF Baron profile.png

DoF Baron Name.png
DoF Baron profile Prisoner.png
DoF Baron Name.png
DoF Baron profile Boxer.png
DoF Baron Name.png
DoF Baron profile Trucker.png
DoF Evilobster Name.png
DoF Baron profile Lobster.png


Character Properties
Health
30000
Backdash
34F
Unique Movement
No Forward Dash
No Air Dash
Increased Pre-Jump (8F)
Fastest Attack
2L (6F)

Character Summary

Move list

Command Normals
4H - Giant Tackle: An armored approach and Baron's main way of getting in.
j.2H - Body Press: Baron falls straight down with a crossup hitbox, launching on contact with the ground.
Special Moves
5S (Air OK) - Brightstar Bomber: A fairly bog-standard command grab that causes a hard knockdown.
4S - Supernova Lariat: Projectile invincible long range lariat. Has the following built-in strike/throw mix listed below.
4S->S - Orbital Grapple: A grab that slams the opponent into the other side of the screen.
2S - Meteor Cannon: An armored punch that can be charged up to 3 levels. At level 2, it crumples, and at level 3, it becomes unblockable. Can be dash canceled.
63214S - Grand Brightstar Bomber: The most damaging special in the game and a rewarding command grab. You can hold 6 or 4 to move slightly while above the screen.
Supers
5SP - Star Breaker Slam: A highly damaging anti-air command grab.
2SP - Muscle Form: Red Supergiant: An install that increases damage dealt, decreases damage taken, and gives armor that can only be broken by high damage attacks.
Quick combo reference

5L > 5M > 5H > 5S: Easy combo for helping beginners. Put a brief description here.

Normal Moves

5L
DoF Buttons L.png
DoF Baron 5L Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low XF - - XF XF XF Invul, Dash Cancelable, Jump Cancelable, Tracker, Ground Bounce, Wall Bounce, XF Anti-Air Invul, XF Armored, Projectile Invul, Disjointed

Describe the move and the uses it has.

Toggle Hitboxes
Toggle Hitboxes
5M
DoF Buttons M.png
DoF Baron 5M Hitbox.png
You will learn to love this button
You will learn to love this button
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5H
DoF Buttons H.png
DoF Baron 5H Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2L
DoF Direction Down.pngDoF Buttons L.png
DoF Baron 2L Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2M
DoF Direction Down.pngDoF Buttons M.png
DoF Baron 2M Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2H
DoF Direction Down.pngDoF Buttons H.png
DoF Baron 2H Hitbox.png
DoF Baron 2H Hitbox 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.L
DoF Direction Up.pngDoF Buttons L.png
DoF Baron jL Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.M
DoF Direction Up.pngDoF Buttons M.png
DoF Baron j.M Hitbox 1.png
DoF Baron jM Hitbox 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.H
DoF Direction Up.pngDoF Buttons H.png
DoF Baron jH Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Giant Tackle
4H
DoF Direction Left.pngDoF Buttons H.png
DoF Baron 4H Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe a command normal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Body Press
j.2H
DoF Direction Down.pngDoF Buttons H.png
DoF Baron j2H Hitbox 1.png
DoF Baron j2H Hitbox 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe a command normal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
6H
DoF Direction Right.pngDoF Buttons H.png
DoF Baron 6H Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Unblockable - - - - N/A -

Describe their throw. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Reversals
Reversal
5R
DoF Buttons Block.png
DoF Baron 5R Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their regular reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Wakeup Reversal
5R on Wakeup
DoF Buttons Block.png
DoF Baron Wakeup 5R Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their wakeup reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Brightstar Bomber
5S
DoF Buttons S.png
DoF Baron 5S Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- - - - - - - -

Generally describe a special and its uses. Add bullet points for data things, and if need be, a table.

Toggle Hitboxes
Toggle Hitboxes
Grand Brightstar Bomber
63214S
DoF Direction Right.pngDoF Direction Down.pngDoF Direction Left.pngDoF Buttons S.png
DoF Baron 63214S Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- - - - - - - -

Generally describe a special and its uses. Add bullet points for data things, and if need be, a table.

Toggle Hitboxes
Toggle Hitboxes
Supernova Lariat
4S
DoF Direction Left.pngDoF Buttons S.png
DoF Baron 4S Hitbox 1.png
DoF Baron 4S Hitbox 2.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Orbital Grappler
4S~S
DoF Direction Left.pngDoF Buttons S.png~DoF Buttons S.png
DoF Baron 4S~S Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- - - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Meteor Cannon
2S
DoF Direction Down.pngDoF Buttons S.png
DoF Baron 2S Hitbox 1.png
DoF Baron 2S Hitbox 2.png
DoF Baron 2S Hitbox 3.png
DoF Baron 2S Hitbox 4.png
DoF Baron 2S Hitbox 5.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Air Brightstar Bomber
j.S
DoF Direction Up.pngDoF Buttons S.png
DoF Baron jS Hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- - - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Star Breaker Slam
5SP
DoF Buttons Super.png
DoF Baron 5SP Hitbox.png
Heavenly Baron Buster
Heavenly Baron Buster
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Muscle Form: Red Supergiant
2SP
DoF Direction Down.pngDoF Buttons Super.png
DoF Baron 2SP Hitbox.png
Spend 50 meter to win neutral
Spend 50 meter to win neutral
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.

Offense

Describe how a character runs their offense.

Defense

Describe how a character defends themselves when they're on the receiving end.

Additional Resources

Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.

Additional Categories

Add any further categories as needed, just make sure they're worth a whole section.

Combos

General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.

Combo Legend

Numpad Notation

DoF Buttons Up-Left.png DoF Buttons Up.png DoF Buttons Up-Right.png
DoF Buttons Left.png DoF Buttons Right.png
DoF Buttons Down-Left.png DoF Buttons Down.png DoF Buttons Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = DoF Direction Down.pngDoF Direction Down-Right.pngDoF Direction Right.png
  • 214 = DoF Direction Down.pngDoF Direction Down-Left.pngDoF Direction Left.png
  • 63214 = DoF Direction 624.png
  • 46 = DoF Direction Left.pngDoF Direction Right.png
  • 28 = DoF Direction Down.pngDoF Direction Up.png
  • Light: DoF Buttons L.png
  • Medium: DoF Buttons M.png
  • Heavy: DoF Buttons H.png
  • Special: DoF Buttons S.png
  • Super: DoF Buttons Super.png
  • Block/Reversal: DoF Buttons Block.png
  • Burst: DoF Buttons Burst.png
  • Taunt: DoF Buttons Taunt.png
Dash = 66 DoF Direction Right.pngDoF Direction Right.png
j. = Jump DoF Direction Up-Left.png / DoF Direction Up.png / DoF Direction Up-Right.png
dc = Dash Cancel
jc = Jump Cancel
dl. = Delay
[X] = Hold
]X[ = Release
gb = Ground Bounce
wb = Wall Bounce
bb = Blast Burst
tc = Trigger Cancel
SP = Super
[X]*N = Repeat sequence N amount of times.
X(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
(X) = Optional input
OTG = On The Ground
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
> = Cancel
, = Link
AA = Anti-air
land = Land before doing the next input.


Basic Combos

Easy combos for starting.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Advanced Combos

Harder combos that deal more damage or provide some other benefit.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

X Combo Category

If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Enders

List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2S X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2SP X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Colors

X (Alt Costume Name)


X (Alt Costume Name)


Trivia

  • Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.


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