Bleach Vs Naruto/Gin: Difference between revisions
Jump to navigation
Jump to search
MeleeWaluigi (talk | contribs) (Created page with "==Overview== {{ProConTable |pros= |cons= }} ==Moves== {{Navbox-BVN}} Category:Bleach Vs Naruto") |
MeleeWaluigi (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | Gin | |||
|- | |||
| align="center" colspan="2" |[[File:BVN_Gin.PNG|center|frameless]] | |||
|} | |||
==Overview== | ==Overview== | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''Great Range''': Gin has many moves with long ranged attacks which makes him great at mid-range such as U, KU, and I. | |||
* '''Strong Whiff Punishes''': Gin's U having good range, the ability to start combos, and fast startup for its range gives Gin the ability to get high reward off of whiff punishing at mid to far ranges. | |||
|cons= | |cons= | ||
* '''Lack of Safe Attacks''': Many of Gin's options have high recovery and lack dash and jump cancels which makes his neutral game very rough for him. | |||
* '''Lack of Strong Meter Fill On Whiff Options''': Gin doesn't have any moves that both fills meter on whiff and has either low recovery or is jump or dash cancellable, meaning he relies on hitting the opponent or getting hit to fill meter. | |||
}} | }} | ||
==Moves== | |||
{{MoveData | |||
|name = J | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 20 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = JJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 20 | |||
|dashcancel = Yes | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = JJJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 50 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = JJJJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 50 | |||
|dashcancel = Yes | |||
|jumpcancel = Yes | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = JJJJJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 80 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = WJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 120 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 10 | |||
|description = | |||
* Is a teleport attack. | |||
* Has White Armor on startup. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = SJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 140 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 10 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Air J | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 40 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = J Grab | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 50 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = U | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 60 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 5 | |||
|description = | |||
* Gin's primary combo starter and whiff punish tool. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = WU | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 60 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 5 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = WUU | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 70 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 5 | |||
|description = | |||
* This move automatically is done after WU on hit regardless if inputted or not. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = SU | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 130 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 10 | |||
|description = | |||
* Is a Guard Breaker. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Air U | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 100 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 5 | |||
|description = | |||
* Has good range which makes it a decent punish option in some cases. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = U Grab | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 150 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = I | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 300 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = WI | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 350 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = SI | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 600 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
|description = | |||
* Last hit Guard Breaks but due to its high recovery you can't follow up after unless you use a fast assist like Minato. | |||
}} | |||
}} | |||
==Other Information== | |||
===Recommended Assists=== | |||
*Minato - While Gin has a teleport attack, it cannot combo into anything unless you use ghost step since the second hit is a knockdown. Minato's teleport attack is fast and makes it so Gin doesn't have to spend meter or stamina to start a combo from a punish from very far ranges. | |||
{{Navbox-BVN}} | |||
[[Category:Bleach Vs Naruto]] | |||
==Moves== | ==Moves== |
Latest revision as of 15:21, 7 October 2022
Gin | |
---|---|
Overview
Strengths | Weaknesses |
---|---|
|
|
Moves
J
|
---|
JJ
|
---|
JJJ
|
---|
JJJJ
|
---|
JJJJJ
|
---|
WJ
|
---|
SJ
|
---|
Air J
|
---|
J Grab
|
---|
U
|
---|
WU
|
---|
WUU
|
---|
SU
|
---|
Air U
|
---|
U Grab
|
---|
I
|
---|
WI
|
---|
SI
|
---|
Other Information
Recommended Assists
- Minato - While Gin has a teleport attack, it cannot combo into anything unless you use ghost step since the second hit is a knockdown. Minato's teleport attack is fast and makes it so Gin doesn't have to spend meter or stamina to start a combo from a punish from very far ranges.