User:Pythmere/VSAV/Gallon: Difference between revisions

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{{AttackDataCargo-VSAV/Query|GA_6MP_or_6HP}}
{{AttackDataCargo-VSAV/Query|GA_6MP_or_6HP}}
If you're smart, you won't be using this as much as Gallon's Kick Throw, since the Kick Throw has a built-in option select with c.5HK. Still, the Punch Throw is handy in very specific instances; particularly, if you anticipate a Tech Hit and you haven't buffered the motion for Wild Circular, Punch Throw is excellent in this situation because Gallon recovers from the throw very quickly. Conversely, Gallon's Kick Throw recovers just barely before his opponent gets back on the ground, so it doesn't leave Gallon a lot of breathing room to do much else except another throw. You won't be using this often, but don't forget about it, either.
This throw can also be used after Dark Force Activation to set up an unblockable.
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{{AttackDataCargo-VSAV/Query|GA_6MK_or_6HK}}
{{AttackDataCargo-VSAV/Query|GA_6MK_or_6HK}}
First rule: Always, always, always throw with HK. Using HK gives Gallon an Option Select; stay on the ground and get thrown, or jump and get reset immediately by c.5HK. Other than that, this throw is effective because of the horizontal space it covers, making it easy to put an opponent in the corner.
K-Throw places the opponent backwards, causing turn around frames & negating the opponents ability to perform a REVERSAL. If the K-Throw is used to complete the first bat, Gallon will be backwards & cannot complete a REVERSAL.
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{{AttackDataCargo-VSAV/Query|GA_J_6P_or_J_4P}}
{{AttackDataCargo-VSAV/Query|GA_J_6P_or_J_4P}}
...Uhh...Well, it IS an air throw. I don't use it often, but it also causes Gallon to cover a lot of ground horizontally, so it CAN be useful...
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=== Special Moves ===
=== Special Moves ===

Revision as of 03:57, 11 April 2023

/Data

Normal Moves

Standing Normals

5LP
5 LP
5LP
Vsav-GA-5-lp.png
Vsav-GA-5-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
4 3 7 6 5 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 4 H: 6 G: 3 W: 0
Gallon's standing LP isn't particularly outstanding; however, it has some situational uses that are very important to know. First off, this is the move you'll be using for Guard Breaks. Second is that it's one of Gallon's important moves for stopping Instant Air Dash (IAD) pressure. When the IAD is initiated in close proximity to Gallon, this is your fastest and most reliable answer, for better or worse.
5MP
5 MP
5MP
Vsav-GA-5-mp.png
Vsav-GA-5-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 2 17 4 3 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 6 H: 15 G: 9 W: 3
The only thing this move is really good for is baiting Guard Cancels; if you look at the hitbox, Gallon's vulnerable box doesn't expand outward nearly as far as his other standing normals. It's still not a GREAT option for baiting GCs, but it's worth remembering.
5HP
5 HP
5HP
Vsav-GA-5-hp.png
Vsav-GA-5-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 19 6 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 20 7 H: 24 G: 15 W: 6
HP can be used for zoning to a small extent, but will fall to the wayside for his better options. More importantly, this is a good finisher for damage-oriented chain combos.
5LK
5 LK
5LK
Vsav-GA-5-lk.png
Vsav-GA-5-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 8 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 8 4 H: 6 G: 3 W: 0
This move might be more important if Gallon ever had to rely on it, because the hitbox and frame advantage are not half bad. As it stands, though, Gallon is super agile and has a hop dash, so you won't be seeing this move too often. Also, it doesn't hit low.
5MK
5 MK
5MK
Vsav-GA-5-mk.png
Vsav-GA-5-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 3 16 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 18 7 H: 15 G: 9 W: 3
There is one, esoteric use for this move outside of combos: it's Gallon's best jump-deterrent from far ranges. Throw this in during ground pressure on occasion to keep your opponent from randomly jumping out. This move does more damage than its crouching counterpart, so if you're starting a chain combo from really close, don't be shy to throw in this move instead of 2MK.
5HK
5 HK
5HK
Vsav-GA-5-hk.png
Vsav-GA-5-hk-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3(3)3(4)3 22 0 -1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6+8+10  2+3+4 H: 12+6+6 G: 9+3+3 W: 6
Considering Gallon's propensity for landing the near version of this move, you're bound to get a few of these on accident. Do not, however, proactively try and use this move, because it's just begging to get GC'ed and is not a very happy move on block in the first place.

Close Normals

CK.5MP
CL MP
CK.5MP
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results You won't be actively using this move; but, for what it's worth, it does more damage than its faraway counterpart, so smile if this one comes out during a chain.
CK.5HP
CL HP
CK.5HP
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results I used to see no use for this move, but I did find one good use for this move by watching a great Gallon player: You can use this move as a meaty on wakeups or resets. Since the startup is different from Gallon's other usual pressure normals, its use for Variable Blockstun Pressure is wonderful. Try doing meaty f.5HP - 2HK a few times if you find your opponent likes to try and AG everything or jump all the time.
CK.5LK
CL LK
CK.5LK
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results It's a less reliable version of 5LP; it has all the same uses (Guard Breaks and IAD Defense), but with lower priority and the added possibility of getting the far LK, which has absolutely no use for either of those situations. Seriously, stay away from the the Light Kick button if you are standing!
CK.5HK
CL HK
CK.5HK
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results From a theoretical standpoint, this move looks like crap; the hitbox is stupid, and it has a frame disadvantage on HIT. However, this is one of Gallon's best moves, as it's a pivotal part of his throw option select; go for a throw using the HK button, and if your opponent attempts to escape by jumping, they'll be swatted out of the air by this move, resetting the situation. Don't be fooled - this move is awesome.

Crouching Normals

2LP
2 LP
2LP
Vsav-GA-2-lp.png
Vsav-GA-2-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 8 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 8 4 H: 6 G: 3 W: 0
One of Gallon's extremely important normals. It has an absurdly large and long-reaching hitbox for a Crouching Jab, it hits low, and can be canceled into special moves. It's also pivotal in Gallon's ground pressure, as he relies heavily on the reach of his normals combined with his Quick Move and hop dashes to lock an opponent down. Don't be surprised if a lot of your big-damage ventures start with a Crouching Jab.
2MP
2 MP
2MP
Vsav-GA-2-mp.png
Vsav-GA-2-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
8 3 20 1 0 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 16 6 H: 15 G: 9 W: 3
This is another important part of Gallon's pressure strings, as it allows him to do some ground pressure from farther away than 2LP without the use of a dash. Its range is unnecessarily long and is also another excellent move for dealing with IAD Pressure when the opponent starts the IAD from a fair distance away.
2HP
2 HP
2HP
Vsav-GA-2-hp.png
Vsav-GA-2-hp-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 5 28 -8 -9 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 21 8 H: 24 G: 15 W: 6
Thanks to the bad frame disadvantage on hit and block, it's imperative that this move be used only as an anti-air. Incidentally, this move is pretty situational thanks to how long it takes for the move's active hitbox to reach its full height. When the situation DOES call for 2HP, though, it tends to be surprisingly powerful. Try using it in a Gallon mirror match and have a laugh when the opposing Gallon can't jump in on you at all. ...Also, try it in other situations.
2LK
2 LK
2LK
Vsav-GA-2-lk.png
Vsav-GA-2-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 3 8 5 4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low yes - 7 3 H: 6 G: 3 W: 0
You'll be seeing a lot of this move in pressure strings with Gallon, usually immediately after starting pressure with a 2LP. It's also important to throw this out intermittently during pressure strings because it's the only really solid GC bait that Gallon has, thanks to the relatively small vulnerable hitbox. Learn to use this move intelligently unless you love taking Demon Cradles to the face.
2MK
2 MK
2MK
Vsav-GA-2-mk.png
Vsav-GA-2-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 3 18 3 2 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid yes - 16 7 H: 15 G: 9 W: 3
This is like the MVP of all Gallon's normals. It's very quick, has a long range, and a variety of uses. It can be used in Gallon's pressure strings to peg jumpers. It can be canceled into Quick Move for positioning. It's also the prime candidate for comboing into ES Beast Cannon for big damage, which can be done during pressure or just after connecting a jump-in. If you really want to spice things up, try canceling this move into ES Beast Cannon from max range; it will not combo, but it WILL leave just enough time for your opponent to try some sort of counter or escape (and fail), allowing you to land the entire BC anyways.
2HK
2 HK
2HK
Vsav-GA-2-hk.png
Vsav-GA-2-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
9 3 27 - -6 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
low no - 18 8 H: 24 G: 15 W: 6
Gallon's sweep isn't all that great, but it has its uses. It will most commonly see use as a finisher for a knockdown-oriented chain combo. Another more esoteric use is for Gallon's ground pressure game; after canceling a normal into Quick Move, Gallon can throw this out for a ghetto high/low mixup game in tandem with his short hop dashes. Due to the long startup, however, this is not the safest maneuver; although it's a powerful option, it should be used with discretion.

Air Normals

J.LP
J LP
J.LP
Vsav-GA-j-lp.png
Vsav-GA-j-lp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 13 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0

As a jumping attack, this move doesn't have a lot of use. As with some of Gallon's other normals, it's not so much that it's a bad move as it is that Gallon just has even better options. It does have the fastest startup of Gallon's horizontal-reaching jump attacks, so it may be of use in like 1/100 matches?

As a dashing attack, this move sees a lot more use, thanks to the power of the the dash link [66LK, LP] against cornered opponents.
J.MP
J MP
J.MP
Vsav-GA-j-mp.png
Vsav-GA-j-mp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 6 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 6 H: 15 G: 9 W: 3

As a jumping attack, this move sees a bit of situational use in air-to-air defense, but its primary use is to lengthen your air chains for Chicken Guard mind games and setting up Guard Breaks.

As a dashing attack, this can be linked into dashing MK, but this is ultimately a rare occurrence; Gallon's dash attacks are pretty much exclusively used as overheads, and 66MP will whiff on crouching opponents. ...So, I guess what I'm trying to say is that the dashing version of this move has little-to-no practical use in a real match.
J.HP
J HP
J.HP
Vsav-GA-j-hp.png
Vsav-GA-j-hp-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 5 8 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 21 8 H: 24 G: 15 W: 6

As a jumping attack, this move is very powerful as a jump-in and will overwhelm many characters' anti-air defenses entirely when used in conjunction with crossup j.LK. If you anticipate a mistake from your opponent, it can be chained into j.HK before landing into a very big damage combo.

As a dashing attack, this attack is decent as a surprise finisher if you think it will end the match. Otherwise, it can be used as a meaty attack against opponents who like to roll back on wakeup. In that particular situation, it's pretty easy to follow it up with a chain combo or use it for a tick throw.
J.LK
J LK
J.LK
Vsav-GA-j-lk.png
Vsav-GA-j-lk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 8 4 H: 6 G: 3 W: 0

As a jumping attack, this is an extremely important jump-in. What it lacks in power compared to j.HP, it more than makes up for with its greater priority and superfluously easy crossup potential. It can be used as an ambiguous crossup after knocking down an opponent in the corner, and is generally the only reliable way to hit confirm into Moment Slice [Crossup j.LK, 2LP > 2MP xx Moment Slice]. Use this move liberally.

As a dashing attack, this move has a high amount of utility. It can be used in a short hop dash during Gallon's ground pressure game for some high/low mixup, and can also be used against cornered opponents to start a dash link [66LK, LP]. The dash link works on all but the shortest characters, but the flipside to this is that against those short characters, it's very easy for Gallon to do a crossup short hop attack.

Basically, this move rules. Do it.
J.MK
J MK
J.MK
Vsav-GA-j-mk.png
Vsav-GA-j-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
6 6 4 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead yes - 16 7 H: 15 G: 9 W: 3

As a jumping attack, this move is pretty important. Its reach and priority are very high, making it a good utility move in many situations. It also has crossup potential (albeit pretty low), and is part of Gallon's meter-building empty air chain (j.MK, j.HK). If Gallon connects with this move deep enough, it can also be comboed into a Beast Cannon.

As a dashing attack, this move is important for use as a short hop attack from ranges too far for the use of Dashing Short. It's also part of Gallon's other important Dash Link [66MK, LK], which works on taller characters in the corner AND midscreen. This makes the move a very important part of Gallon's ground pressure against tall characters.
J.HK
J HK
J.HK
Vsav-GA-j-hk.png
Vsav-GA-j-hk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
7 6 7 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
overhead no - 21 9 H: 24 G: 15 W: 6

As a jumping attack, this move's primary use is for zoning in the air. It can be used as a jump-in in most matches, but it can and will whiff shorter characters, especially B.B Hood and Q-Bee. So, make sure to be conscientious when using this move against shorties.

As a dashing attack, it works pretty similarly to 66HP (gimmicky finisher, tick throw). It's not very good as a meaty for landing a chain combo afterwards, but it makes up for that with the gimmicky use of being able to hit people from far away for doing dumb stuff. See how long it takes a Q-Bee or Rapter player to wise up and stop doing IADs from full screen after pegging them with this move over and over again. Finally, this is a randomly good maneuver against Lilith, as Gallon can dash over a grounded Soul Flash from fullscreen and kick her in the face.

Command Normals

6MK
6 MK
6MK
Vsav-GA-5-mk.png
Vsav-GA-6-mk-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
10 3 16 2 1 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 7 H: 15 G: 9 W: 3
This is just like the normal 5MK, but Gallon takes a step towards the opponent first. Doing this move will end a chain combo. It's generally used in pressure situations if you anticipate that your opponent will try and escape your pressure by jumping back. Lastly, due to it's good hit-stop and advancing range, it's the best route for Moment Slice confirms. Chain in 6mk xx Moment Slice for great damage.

Normal Throws

6MP or 6HP
P THROW
6MP or 6HP
Vsav-GA-p-ground-throw.png
Vsav-GA-p-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 48 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-47 whole body 22 (11) 8 (4) H: 9 G: 0 W: 0

If you're smart, you won't be using this as much as Gallon's Kick Throw, since the Kick Throw has a built-in option select with c.5HK. Still, the Punch Throw is handy in very specific instances; particularly, if you anticipate a Tech Hit and you haven't buffered the motion for Wild Circular, Punch Throw is excellent in this situation because Gallon recovers from the throw very quickly. Conversely, Gallon's Kick Throw recovers just barely before his opponent gets back on the ground, so it doesn't leave Gallon a lot of breathing room to do much else except another throw. You won't be using this often, but don't forget about it, either.

This throw can also be used after Dark Force Activation to set up an unblockable.
6MK or 6HK
K THROW
6MK or 6HK
Vsav-GA-k-ground-throw.png
Vsav-GA-k-ground-throw.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 106 + landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-105 whole body 22 (11) 8 (4) H: 9 G: 0 W: 0

First rule: Always, always, always throw with HK. Using HK gives Gallon an Option Select; stay on the ground and get thrown, or jump and get reset immediately by c.5HK. Other than that, this throw is effective because of the horizontal space it covers, making it easy to put an opponent in the corner.

K-Throw places the opponent backwards, causing turn around frames & negating the opponents ability to perform a REVERSAL. If the K-Throw is used to complete the first bat, Gallon will be backwards & cannot complete a REVERSAL.
J.6P or J.4P
AIR THROW
J.6P or J.4P
Vsav-GA-air-throw.png
Vsav-GA-air-throw.png
Hitboxes Off
Hitboxes On
J.6P or J.4P
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
1 - 79 + 1 + turn 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-79 whole body 23 (11) 8 (4) H: 9 G: 0 W: 0
...Uhh...Well, it IS an air throw. I don't use it often, but it also causes Gallon to cover a lot of ground horizontally, so it CAN be useful...

Special Moves

Quick Move

2KKK
QUICK MOVE
2KKK
Vsav-GA-tripple-k.png
Vsav-GA-tripple-k-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
- - 20 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
- - 7-12 throw/feet - - H: - G: - W: -

Beast Cannon

236P
BEAST CANNON
236P
Vsav-GA-beast-cannon.png
Vsav-GA-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 30 1 + landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 8 H: 21 G: 16 W: 12
236PP
ES BEAST CANNON
236PP
Vsav-GA-es-beast-cannon.png
Vsav-GA-es-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 30 1 + landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 8 H: 0 G: 0 W: 0

Diagonal Beast Cannon

623P
DIAGONAL BEAST CANNON
623P
Vsav-GA-diagonal-beast-cannon.png
Vsav-GA-diagonal-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 30 20 + landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 8 H: 21 G: 16 W: 12
623PP
ES DIAGONAL BEAST CANNON
623PP
Vsav-GA-es-diagonal-beast-cannon.png
Vsav-GA-es-diagonal-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 30 20 + landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 8 H: 0 G: 0 W: 0

Air Beast Cannon

J.236P
AIR BEAST CANNON
J.236P
Vsav-GA-air-beast-cannon.png
Vsav-GA-air-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 until landing landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 19 8 H: 21 G: 16 W: 12
J.236PP
ES AIR BEAST CANNON
J.236PP
Vsav-GA-es-air-beast-cannon.png
Vsav-GA-es-air-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 until landing landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 18 8 H: 0 G: 0 W: 0

Beast Cannon GC

623P
DIAGONAL BEAST CANNON GC
623P
Vsav-GA-diagonal-beast-cannon.png
Vsav-GA-diagonal-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 30 20 + landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-15 whole body 9 4 H: 21 G: 16 W: 12
623PP
ES DIAGONAL BEAST CANNON GC
623PP
Vsav-GA-es-diagonal-beast-cannon.png
Vsav-GA-es-diagonal-beast-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
14 30 20 + landing 12 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 1-15 whole body 9 4 H: 0 G: 0 W: 0

Climb Razor

2[8]LK
LK CLIMB RAZOR
2[8]LK
Vsav-GA-climb-razor.png
Vsav-GA-climb-razor-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 6 24 + landing 12 - -18 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 5-6 feet 22,15 6,4 H: 31 G: 26 W: 22
2[8]MK
MK CLIMB RAZOR
2[8]MK
Vsav-GA-climb-razor.png
Vsav-GA-climb-razor-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 8 27 + landing 12 - -23 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 5-6 feet 24,16 7,4 H: 31 G: 26 W: 22
2[8]HK
HK CLIMB RAZOR
2[8]HK
Vsav-GA-climb-razor.png
Vsav-GA-climb-razor-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 10 29 + landing 12 - -27 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 5-6 feet 26,17 8,4 H: 31 G: 26 W: 22
2[8]KK
ES CLIMB RAZOR
2[8]KK
Vsav-GA-es-climb-razor.png
Vsav-GA-es-climb-razor-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
5 2,6,3 28 + landing 12 - -25 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no 5-6 feet 21+11+11 5+3+3 H: 0 G: 0 W: 0

Million Flicker

214LP
LP MILLION FLICKER
214LP
Vsav-GA-million-flicker.png
Vsav-GA-lp-million-flicker-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 3(12)3 18 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9xn 4xn H: 12+4xn G: 12+2xn W: 12
214MP
MP MILLION FLICKER
214MP
Vsav-GA-million-flicker.png
Vsav-GA-mp-million-flicker-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 3(12)3 18 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9xn 4xn H: 12+4xn G: 12+2xn W: 12
214HP
HP MILLION FLICKER
214HP
Vsav-GA-million-flicker.png
Vsav-GA-hp-million-flicker-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 3(12)3 18 -3 -4 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 9xn 4xn H: 12+4xn G: 12+2xn W: 12
214PP
ES MILLION FLICKER
214PP
Vsav-GA-es-million-flicker.png
Vsav-GA-es-million-flicker-1-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
11 3(11)3(10){3(4)}x7,3 23 -44 -45 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 7x10 3x10 H: 0 G: 0 W: 0

Wild Circular

632[4]K
WILD CIRCULAR
632[4]K
Vsav-GA-wild-circular-hitbox.png
Vsav-GA-wild-circular-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 7 31 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-9 whole body 27 8 H: 12 G: 0 W: 12
632[4]KK
ES WILD CIRCULAR
632[4]KK
Vsav-GA-es-wild-circular-hitbox.png
Vsav-GA-es-wild-circular-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
2 7 31 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
throw no 1-9 whole body 10+21 4+5 H: 0 G: 0 W: 0

Pursuits

8P or 8K
PURSUIT
8P or 8K
Vsav-GA-pursuit.png
Vsav-GA-pursuit-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28 9 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 5 5 H: 24 G: 0 W: 6
8PP or 8KK
ES PURSUIT
8PP or 8KK
Vsav-GA-es-pursuit.png
Vsav-GA-pursuit-es-hitbox-1.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
28 9 landing 1 - - N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 6+6 6+6 H: 0 G: 0 W: 0

Ex Moves

412[6]KK
DRAGON CANNON
412[6]KK
Vsav-GA-dragon-cannon.png
Vsav-GA-dragon-cannon-hitbox.png
Hitboxes Off
Hitboxes On
Startup Active Recovery Hit Adv. Block Adv. Renda Bonus
16 off screen 97-121 - -19 N/A
Guard Cancel Invuln Red Damage White Damage Gauge
mid no - 13x3 5x3 H: 0 G: 0 W: 0
LP,MP,Towards,LK,MK
MOMENT SLICE
LP,MP,Towards,LK,MK
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
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