Punch Planet/Gat: Difference between revisions
(created page with movedata skeletons) |
Callie Rose (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{ | [[Category:Punch Planet]]__NOTOC__ | ||
{{2 Column Flex|flex1=7|flex2=3|reverse=yes|content1={{PP Character Subnav|char=Gat}} | |||
<div style="padding: 0px 5px; margin-top:15px; "> | |||
{{FP Box|header={{Big|'''Gat'''}}|content= | |||
'''Gat''' is the villain of Punch Planet, a mobile rushdown with a flight special, great setplay, and flashy combos. One of the first things you notice on Gat is his ability to chain his normals together, allowing for unique combos, confirms, and pressure. There are some rules to this cancel series, but generally speaking, you can always cancel a button of lower strength into a button of higher strength. His launcher, {{clr|11|'''2HP'''}}, is where you want these chains to go usually. This is because Gat can chain together air normals for flashy and high damage juggles that end in either of the followups to his fly special, {{clr|11|'''j.236K'''}} '''Levitate'''. This can end with either {{clr|11|'''HP'''}} '''Air Reaper''' for a forward moving slash that gives a great knockdown, or a {{clr|11|'''HK'''}} '''Air Stake''' for an easy to use combo ender that can hit as a crossup meaty. After any of Gat's combos, he can set a {{clr|6|'''236LP'''}} '''Gem''' over the opponent for setplay. This lets him go for fly mixups, leading to hard-to-contest ambiguous crossups and high/low mixups. | |||
</br></br> | |||
In neutral, Gat is no slouch when it comes to pokes. Ranged buttons like {{clr|10|'''2MK'''}} and forward moving buttons like {{clr|10|'''5MP'''}} let Gat contest in midrange quite well. Gems help him control neutral, as the {{clr|11|'''236MP'''}} version sets at a range where many characters want to stand in footsies, and {{clr|11|'''236HP'''}} version sets as an anti-air. Levitate is obviously powerful, as the various angles it has allows Gat to evade and approach dynamically. He can even cancel normal levitate into {{clr|8|'''j.236KK'''}} EX Levitate, which teleports behind the opponent. This allows for layered movement, and makes properly zoning Gat difficult. | |||
</br></br> | |||
Gat does have to commit quite a bit for a mixup however. His high/low is less threatening than the other rushdowns, since his main overhead, {{clr|11|'''6HK'''}}, can't be converted from without counterhit. Air Stake is a mid, despite looks, and most of his specials are unsafe on block. Punishes hurt a lot as well, since Gat is in the lowest possible HP pool. Without meter for {{clr|8|'''214PP'''}} '''EX Prism Cell''', Gat can't convert most of his pokes into a knockdown, and in general he relies on close range and clean hits to get into {{clr|11|'''2HP'''}}. Gat relies on repeated plus frame offense using his safe normals and counterhit/throw mixups with his chain cancels to open the opponent up for high reward. | |||
</br></br> | |||
Gat is a flashy midrange rushdown with solid setplay and offense, mixed with good buttons that move forward and active, lingering projectiles with Gem. His Levitate special gives him unique flying mobility, and the various followups allow for high damage combos that lead to a Gem set for a mixup. | |||
----- | |||
<div style="margin-top:15px; align:left;"> | |||
{{StrengthsAndWeaknessesNoPlaystyle | |||
|pros= | |||
*'''Chain Cancels:''' Gat can cancel all of his normals in a chain series, allowing for unique confirms and scary spots to get counterhit. | |||
*'''Fly:''' Gat can use Levitate to fly around the screen, giving him unique and hard to catch mobility. | |||
*'''Damage:''' His chain combos and extended juggles give him massive damage from any starter, and always end in a good knockdown allowing for scary okizeme. | |||
*'''Gem Oki:''' 236LP sets a Gem right above the opponent, forcing them to block it as they wake up. This allows Gat to run a mixup using Fly, or go for a throw. | |||
|cons= | |||
*'''Fragile:''' 1000 HP is the lowest health pool possible, making it so punishes hurt Gat a lot more than they usually would. | |||
*'''Range Reliant:''' The further out Gat gets, the less rewarding his combos are, often being forced to spend a bar on 214PP at max range for a knockdown. | |||
*'''Low Reward Mixups:''' Gat's high/low just isn't as rewarding as other mixup based characters, forcing him to rely on left/right and strike/throw more. | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
|content2= | |||
{{Content Box|header={{Big|Character Info}}|content= | |||
<center><div style="display:flex; overflow-x:hidden; justify-content: {{{portraitalign|center}}};">[[File:Gat_closeup.png|frameless|400px|right]]</div></center> | |||
----------- | |||
{{Big|'''Character Profile'''}}</br> | |||
* '''Age:''' Unknown | |||
* '''Height:''' Unknown | |||
* '''Origin:''' Unknown | |||
* '''Occupation:''' Space Wizard | |||
* '''Likes:''' Treasure | |||
* '''Hates:''' Time | |||
* '''Weapon:''' Magic | |||
{{Big|'''Move List'''}}</br> | |||
'''Unique Moves''' | |||
* '''6HK''' | |||
* '''j.2MK:''' Coffin Kicks | |||
'''Specials''' | |||
* '''Gem:''' 236P | |||
* '''Prism Cell:''' 214P | |||
* '''Levitate:''' j.236K | |||
* '''~Air Reaper:''' ~P | |||
* '''~Air Stake:''' ~K | |||
* '''~EX Levitate:''' ~j.236KK | |||
'''Supers''' | |||
* '''Gem Lancer:''' 236236P | |||
* '''Diamond Maiden:''' 236236K | |||
}} | |||
}} | |||
== Grounded Normals == | == Grounded Normals == |
Latest revision as of 17:59, 28 September 2022
Gat is the villain of Punch Planet, a mobile rushdown with a flight special, great setplay, and flashy combos. One of the first things you notice on Gat is his ability to chain his normals together, allowing for unique combos, confirms, and pressure. There are some rules to this cancel series, but generally speaking, you can always cancel a button of lower strength into a button of higher strength. His launcher, 2HP, is where you want these chains to go usually. This is because Gat can chain together air normals for flashy and high damage juggles that end in either of the followups to his fly special, j.236K Levitate. This can end with either HP Air Reaper for a forward moving slash that gives a great knockdown, or a HK Air Stake for an easy to use combo ender that can hit as a crossup meaty. After any of Gat's combos, he can set a 236LP Gem over the opponent for setplay. This lets him go for fly mixups, leading to hard-to-contest ambiguous crossups and high/low mixups.
In neutral, Gat is no slouch when it comes to pokes. Ranged buttons like 2MK and forward moving buttons like 5MP let Gat contest in midrange quite well. Gems help him control neutral, as the 236MP version sets at a range where many characters want to stand in footsies, and 236HP version sets as an anti-air. Levitate is obviously powerful, as the various angles it has allows Gat to evade and approach dynamically. He can even cancel normal levitate into j.236KK EX Levitate, which teleports behind the opponent. This allows for layered movement, and makes properly zoning Gat difficult.
Gat does have to commit quite a bit for a mixup however. His high/low is less threatening than the other rushdowns, since his main overhead, 6HK, can't be converted from without counterhit. Air Stake is a mid, despite looks, and most of his specials are unsafe on block. Punishes hurt a lot as well, since Gat is in the lowest possible HP pool. Without meter for 214PP EX Prism Cell, Gat can't convert most of his pokes into a knockdown, and in general he relies on close range and clean hits to get into 2HP. Gat relies on repeated plus frame offense using his safe normals and counterhit/throw mixups with his chain cancels to open the opponent up for high reward.
Gat is a flashy midrange rushdown with solid setplay and offense, mixed with good buttons that move forward and active, lingering projectiles with Gem. His Levitate special gives him unique flying mobility, and the various followups allow for high damage combos that lead to a Gem set for a mixup.
Pros | Cons |
|
|
Character Profile
- Age: Unknown
- Height: Unknown
- Origin: Unknown
- Occupation: Space Wizard
- Likes: Treasure
- Hates: Time
- Weapon: Magic
Move List
Unique Moves
- 6HK
- j.2MK: Coffin Kicks
Specials
- Gem: 236P
- Prism Cell: 214P
- Levitate: j.236K
- ~Air Reaper: ~P
- ~Air Stake: ~K
- ~EX Levitate: ~j.236KK
Supers
- Gem Lancer: 236236P
- Diamond Maiden: 236236K
Grounded Normals
5LP
5LP
5LP |
---|
2LP
2LP
2LP |
---|
5MP
5MP
5MP |
---|
2MP
2MP
2MP |
---|
5HP
5HP
5HP |
---|
2HP
2HP
2HP |
---|
5LK
5LK
5LK |
---|
2LK
2LK
2LK |
---|
5MK
5MK
5MK |
---|
2MK
2MK
2MK |
---|
5HK
5HK
5HK |
---|
2HK
2HK
2HK |
---|
Unique Moves
j2MK
Coffin Kicks
j2MK |
---|
Special Moves
236LP
Gem L
236LP |
---|
236MP
Gem M
236MP |
---|
236HP
Gem H
236HP |
---|
236PP
Gem EX
236PP |
---|
214LP
Prism Cell L
214LP |
---|
214MP
Prism Cell M
214MP |
---|
214HP
Prism Cell H
214HP |
---|
214PP
Prism Cell EX
214PP |
---|
j236LK_K
Levitate AS L
j236LK_K |
---|
j236MK_K
Levitate AS M
j236MK_K |
---|
j236HK_K
Levitate AS H
j236HK_K |
---|
j236KK_K
Levitate AS EX
j236KK_K |
---|
Super Moves
236236PP
Gem Lancer
236236PP |
---|
236236KK
Diamond Maiden
236236KK |
---|