Art of Fighting 3/Wyler: Difference between revisions
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|data= | |data= | ||
{{AttackData-AOF3 | {{AttackData-AOF3 | ||
|Damage=1120 | |Damage={{clr|3|1120 ({{clr|5|280}})}} / {{clr|2|864 ({{clr|5|216}})}} / {{clr|1|320 ({{clr|5|80}})}} | ||
|Guard=Overhead | |Guard=Overhead | ||
|Startup=36 | |Startup=36 | ||
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|Counterhit=X | |Counterhit=X | ||
|Property=Ground | |Property=Ground | ||
|description=* '''Spirit cost: | |description=* '''Spirit cost: 960 (~24%)''' | ||
* Wyler pauses for a bit before he charges forward with a giant hitbox that cannot be interrupted and hits overhead. | * Wyler pauses for a bit before he charges forward with a giant hitbox that cannot be interrupted and hits overhead. | ||
* It also hurts quite a lot as is typical of Wyler, because he isn't complete otherwise. | * It also hurts quite a lot as is typical of Wyler, because he isn't complete otherwise. | ||
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|data= | |data= | ||
{{AttackData-AOF3 | {{AttackData-AOF3 | ||
|Damage=1280 | |Damage={{clr|3|1280 ({{clr|5|320}})}} / {{clr|2|1024 ({{clr|5|256}})}} / {{clr|1|640 ({{clr|5|160}})}} | ||
|Guard=Mid | |Guard=Mid | ||
|Startup=13 | |Startup=13 | ||
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|Counterhit=X | |Counterhit=X | ||
|Property=Ground | |Property=Ground | ||
|description=* '''Spirit cost: 25%''' | |description=* '''Spirit cost: 1024 (25%)''' | ||
* Wyler does a Joe Higashi Hurricane Upper, except this one is very big and hurts for a third of the opponent's entire life bar. | * Wyler does a Joe Higashi Hurricane Upper, except this one is very big and hurts for a third of the opponent's entire life bar. | ||
* If Wyler, for whatever reason, doesn't want to pester the other player with 5A, he can very easily zone them out with this move and effectively shut out anyone from approaching him, even though 5A already does that. | * If Wyler, for whatever reason, doesn't want to pester the other player with 5A, he can very easily zone them out with this move and effectively shut out anyone from approaching him, even though 5A already does that. | ||
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|Counterhit=X | |Counterhit=X | ||
|Property=Ground | |Property=Ground | ||
|description=* '''Spirit cost: | |description=* '''Spirit cost: 640 (~16%)''' | ||
* Wyler does a weaker version of his 2A attack that reflects projectiles. | * Wyler does a weaker version of his 2A attack that reflects projectiles. | ||
* Input has to be done before Wyler jumps. You can do 28A, but the timing to press A while holding 8 is very small, so it's easier and more consistent to reset the stick to neutral before pressing A. | * Input has to be done before Wyler jumps. You can do 28A, but the timing to press A while holding 8 is very small, so it's easier and more consistent to reset the stick to neutral before pressing A. |
Revision as of 20:46, 1 August 2021
ワイラー, Wyler | |
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Difficulty | Braindead |
Playstyle | Turtle |
Birthplace | Unknown |
Occupation | 5th Generation head of the House of Wyler |
Fighting style | Original Grappling Style |
Introduction
Player 1 Color | Player 2 Color |
Wyler, the final boss of the game, who is working on perfecting a powerful Elixir that was originally developed by his and Freia's fathers. But the essential data needed for completing it was taken by Freia's father when the two's partnership broke up. Wyler believes this action is the cause of his father becoming destitute and even the cause of his death. He now searches Freia, with the help of Rody and Lenny.
The final boss of Art of Fighting 3, Wyler is a big buff dude obsessed with flexing, hellbent on recovering old lab data to create a deadly elixer. And boy, is he a buff dude. As typical of SNK boss character, Wyler is quite broken and is, of course, banned from competitive play, He isn't banned for just being a boss character, however, as Wyler has a very particular tool up his sleeve which makes him extremely broken by itself: his 5A. His jab is so powerful, that we're certain it gives him an auto 8-2, 9-1, or even 10-0 matchup against everyone else. Huge damage, it combos into itself, launches, juggles, and has insane reach with zero startup or recovery. Aside from that, his specials are all incredibly busted in their own right combined with easy combos, as if you'd ever need them. He's got a decently cool design, but these are the reasons why Wyler is banned in tournaments.
Strengths | Weaknesses |
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Move List
Esoterics
Color Coding
- Green refers to special move damage/frames when done in green meter, or otherwise the strongest damage it can deal.
- Blue refers to special move damage/frames when done in blue meter, or otherwise moderate damage it can deal.
- Purple refers to special move damage/frames when done in purple meter, or otherwise the weakest damage it can deal.
- Orange refers to the damage dealt in chip damage during block.
- Colors may be used otherwise to associate frames/scenarios to avoid confusion, i.e. Kasumi's 4C parry having two different sets of frame data.
Attacks, Notation and Damage
- [Brackets] refers to the specific attack in a string/rush combo that the attack box data is referring to.
- The arrow > on the left of it is the attacks that need to be done before the move in brackets can be performed. If there is an X, it means there are multiple ways of getting to the move in brackets which will be listed in the description.
- Damage values always assume grounded damage with no modifiers. If two damage values are listed with a / in-between them, it lists the damage it deals for grounded and airborne respectively.
- This is because these attacks are used in strings or otherwise as follow-ups where they're more likely to connect with airborne opponents rather than grounded opponents, such as Jin's 6B which hits twice, the first hit leaving the opponent airborne before the second hit.
- Ground/Aerial means if the attack is performed grounded or airborne. If an aerial, being hit during the attack will result in the attacker being knocked down.
- There is no true throw invulnerability in Art of Fighting 3, so when a move is listed as "Throw Invulnerable" it means the attack changes the character's hurtboxes in a way that the throw hitbox cannot collide with it.
Reading Frame Data
- Frame advantage, both on hit and block, always assumes frame advantage after the first active frame connects.
- When a move lists ST, SKD, etc. followed by a number in (parentheses) it indicates the frame advantage for the attacking player. Not all knockdowns are plus on hit and depends on the move.
- Knockdown frames always assume frame advantage against Jin. Everyone except for Robert, Sinclair, and Wyler share 16f of wakeup recovery after a knockdown. For Robert, Sinclair, and Wyler, add +1 frame advantage.
- This rule also applies to SKDs, however in this case Jin and everyone else shares 58f total of being in an SKD state except for Lenny, who is in an SKD state for 59 frames instead. For SKD frame advantage against Lenny, add +1 frame advantage.
- The wiki omits STKD frame advantage mostly because those are always plus no matter what, so it's somewhat pointless.
- The frames in (parentheses) next to a "Cancellable into..." sentence is how long you can delay a follow-up, AKA which exact frames you're allowed to cancel into a follow-up. If it states "onwards" then the cancel can be done whenever after the given frame. This info helps both for buffering inputs and also delaying strings for mixups.
Other Tips
- Moves are sorted by ascending number followed by ascending alphabet, so lower numbers first followed by lower alphabet letters. Moves with two button presses are organized last.
- It is recommended you read the brief descriptions to how the attacks animate in-game to familiarize yourself with each attack. Unfortunately, due to the rotoscoped graphics, animations lack key frames that help distinguish themselves as separate moves when viewed as single frames. This in turn makes some moves that share frames look identical to one another without context to how they are supposed to appear, without resorting to using gifs.
Normals
5A
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5B
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5C
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2A/B
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3A/B
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4B
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j.A/B/C
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6A
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6A[A]
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6AA[C]
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6B
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6B[B]
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Specials
Red Shoulder
646A |
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Black Out
236A |
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Bounce Back
28~5A |
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Combos
Juggle Combos | |||||
Combo | Damage | Works On | Notes | ||
CH 5A x n | 308 + (320 x n) | All | This combo is all you ever really need. No one can counter it from close range, and if they're far away, they can't approach with projectiles either since jab will nullify all projectiles. This wins matches by itself and will bore the entire playerbase to death once you start using it. Talk about a deadly combo. | ||
6AA > 236A | 2400 | All | Combo for if you want to be crafty, but that's it really. Still deals really good damage. |