Maiden and Spell/Dreadwyrm Heir: Difference between revisions
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Dreadwyrm Heir is a rushdown character, with most of her moves being very strong up close but falling off rapidly in strength with distance. Combined with her high speed, she has both the means and the motive to get up close. | Dreadwyrm Heir is a rushdown character, with most of her moves being very strong up close but falling off rapidly in strength with distance. Combined with her high speed, she has both the means and the motive to get up close. | ||
'''Move Speed:''' | '''Move Speed:''' 13px/frame<br> | ||
'''Focus Speed:''' 6. | '''Focus Speed:''' 6.5px/frame | ||
==Movelist== | ==Movelist== | ||
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<!------------------> | <!------------------> | ||
| type = Minor | | type = Minor | ||
| startup = | | startup = 180ms | ||
| cooldown = | | cooldown = | ||
<!------------------> | |||
| radius = 9px | |||
| speed = 12px | |||
| angle = 1: 11 / 0 / -11,<br>2: 16.5 / 5.5 / -5.5 / -16.5,<br>3: 22 / 11 / 0 / -11 / -22,<br>4: 27.5 / 16.5 / 5.5 / -5.5 / -16.5 / -27.5 | |||
<!------------------> | <!------------------> | ||
| msmult = 35%, 330ms | | msmult = 35%, 330ms | ||
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| dirlock = 70%, 330ms | | dirlock = 70%, 330ms | ||
<!------------------> | <!------------------> | ||
| actlock = Attack, 275ms | | actlock = 1-3: Attack, 275ms<br>4: 650ms | ||
| combo = 650ms | | combo = 650ms | ||
| cdhold = | | cdhold = | ||
| inv = | | inv = | ||
<!------------------> | <!------------------> | ||
| description = | | description = Throws an extra claw with each use. One of the weaker basics on its own, but skill combos are the name of the game for Wyrm, and it adds a lot to what she can do alongside wide and laser.<br><br>Because of its function in her skill combos, intentionally drifting the basic shot can make your patterns harder to read; shot drift is much more important for Wyrm than for anyone else. | ||
}} | }} | ||
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| startup = 240ms | | startup = 240ms | ||
| cooldown = | | cooldown = | ||
<!------------------> | |||
| radius = 32px | |||
| speed = 17.5px, 20.5px | |||
| angle = 32.73N + 16.36 | |||
<!------------------> | <!------------------> | ||
| msmult = | | msmult = | ||
| movelock = | | movelock = 180ms | ||
| dirlock = 0%, | | dirlock = 0%, 180ms | ||
<!------------------> | <!------------------> | ||
| actlock = Attack, 425ms<br>Spell, 300ms | | actlock = Attack, 425ms<br>Spell, 300ms | ||
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| inv = | | inv = | ||
<!------------------> | <!------------------> | ||
| description = | | description = Wyrm's wide shoots a set of VERY fast projectiles around her. the outer one travels faster than the inner one. It's so fast and so threatening and could basically be coming at any time, so it passively locks the opponent out of large lateral movement from a lot of ranges. All your other threats either directly set this up or work because your opponent is scared of this. A terrifying move. | ||
}} | }} | ||
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| cooldown = 2s | | cooldown = 2s | ||
<!------------------> | <!------------------> | ||
| msmult = | | radius = 1: 100px (Laser)<br>2:120px (Laser)<br>3:140px (Laser) | ||
| movelock = 200ms | | speed = Instant | ||
| angle = 0 (Basic Targeting) | |||
<!------------------> | |||
| msmult = 40%, 950ms | |||
| movelock = 1: 200ms<br> | |||
2-3: 0 | |||
| dirlock = | | dirlock = | ||
<!------------------> | <!------------------> | ||
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| inv = | | inv = | ||
<!------------------> | <!------------------> | ||
| description = | | description = The giant laser. Slow and not threatening on its own, but since it forces the opponent to move, it combos well with other moves that would cut off their escape; laser into wide is quite powerful from closer ranges.<br><br> | ||
You can use Garnet Flare three times in a row. It's usually more worthwhile to cancel to wide or sometimes basic, but if you really need to interfere with their positioning it can be worth it, and it can be a legitimate trap if you're close to a wall and they end up dodging into it. | |||
}} | }} | ||
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| type = Major | | type = Major | ||
| startup = 780ms | | startup = 780ms | ||
| cooldown = | | cooldown = 7.5s | ||
<!------------------> | |||
| radius = 462px | |||
| speed = | |||
| angle = Self-Target | |||
<!------------------> | <!------------------> | ||
| msmult = 30%, 1450ms | | msmult = 30%, 1450ms | ||
| movelock = | | movelock = 1000ms | ||
| dirlock = 0%, 1150ms | | dirlock = 0%, 1150ms | ||
<!------------------> | <!------------------> | ||
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| inv = 1275ms Major | | inv = 1275ms Major | ||
<!------------------> | <!------------------> | ||
| description = | | description = Big burst that stays active for 500ms. If opponent is cornered and doesn't have their defensive special up they can say goodbye. Vs slow characters they don't even need to be cornered. Gives major inv, but not really great on defense since it's slow and makes you stop moving and be very slow on recovery and they can probably pressure you if you whiff it; however, the cooldown is very short for a defensive special, so basically it's another offensive special that they can't shoot or status you out of. | ||
}} | }} | ||
Latest revision as of 12:00, 19 October 2022
Profile
The only daughter of the Black Dreadwyrm, and self-proclaimed Queen of the Kingdom of Stars. With her fiery personality, she seeks to unify the monsters of the Great Circle to protect its treasures.
Her fighting style focuses on quick-moving bullets, testing her opponents with battlefield-spanning lasers.
Overview
Dreadwyrm Heir is a rushdown character, with most of her moves being very strong up close but falling off rapidly in strength with distance. Combined with her high speed, she has both the means and the motive to get up close.
Move Speed: 13px/frame
Focus Speed: 6.5px/frame
Movelist
Basic Shot
Wide Shot
Offensive Special
Defensive Special
Strategy
hey her wide shot's pretty good