User:Pythmere/VSAV/Gallon: Difference between revisions
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| input = 214LP | | input = 214LP | ||
| images = | | images = | ||
{{MoveDataCargoImage|GA_214LP|caption=}} | {{MoveDataCargoImage|GA_214LP|caption=Normal}} | ||
{{MoveDataCargoImage|GA_214PP|caption=Es}} | |||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|GA_214LP|caption=|hitbox=yes}} | {{MoveDataCargoImage|GA_214LP|1|caption=|hitbox=yes}} | ||
{{MoveDataCargoImage|GA_214LP|2|caption=LP|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214MP|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214MP|2|caption=MP|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214HP|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214HP|2|caption=HP|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|1|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|2|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|3|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|4|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|5|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|6|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|7|caption=|hitbox=yes}} | |||
{{MoveDataCargoImage|GA_214PP|8|caption=Es|hitbox=yes}} | |||
| info = | | info = | ||
You can mash the punch button for the Normal Version to keep the move going, similar to moves like Lightning Legs or Hundred Hand Slap. | |||
{{AttackDataCargo-VSAV/Query|GA_214LP}} | {{AttackDataCargo-VSAV/Query|GA_214LP}} | ||
{{AttackDataCargo-VSAV/Query|GA_214MP}} | {{AttackDataCargo-VSAV/Query|GA_214MP}} | ||
{{AttackDataCargo-VSAV/Query|GA_214HP}} | {{AttackDataCargo-VSAV/Query|GA_214HP}} | ||
I'll admit, this move is pret-ty bad. ...But! As funny as it sounds, if you have the wiggle room to throw this move out (11 Frame Startup; compare that to Gallon's normals which average 6-7 Frame Startups), it's probably Gallon's safest anti-air. It also has the added bonuses of knocking down an airborne opponent and completely humiliating your opponent when they realize they got anti-aired by Million Flicker. | |||
{{AttackDataCargo-VSAV/Query|GA_214PP}} | {{AttackDataCargo-VSAV/Query|GA_214PP}} | ||
...Alright, I really don't have anything good to say about this one. If you somehow manage to land a combo during Gallon's Dark Force (not going to happen), any combo into this will do upwards to 3/4ths of a lifebar. Good luck ever getting that to happen, though. | |||
}} | }} | ||
Revision as of 04:48, 11 April 2023
Normal Moves
Standing Normals
5LP
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 |
5MP
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 |
5HP
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 |
5LK
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 |
5MK
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 |
5HK
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 |
Close Normals
CK.5MP
CK.5HP
CK.5LK
CK.5HK
Crouching Normals
2LP
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 |
2MP
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 |
2HP
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 |
2LK
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 |
2MK
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 |
2HK
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 |
Air Normals
J.LP
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
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
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
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
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
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
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 |
Normal Throws
6MP or 6HP
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
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
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 |
Special Moves
Quick Move
2KKK
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: - |
This move is solely for positioning and does no damage. There is also no ES Version. Quick Move is a big part of Gallon's ground pressure game, because he can cancel certain ground normals into it. This allows him to repeatedly pressure with short, erratic block strings without pushing himself too far out of range to continue his rush. Incorporate this into your game, quick.
For you thrill-seekers who Do The Dew, Quick Move can cross to the other side of an opponent, regardless of their state (standing, crouching, knocked down). The next time you land Moment Slice, try corpse-hopping your opponent a few times to see if you can trick them into defending your next attack in the wrong direction.
Gallon can be thrown during startup & recovery frames of Quick Move. During the middle of Quick Move, Gallon is off the ground & throw vulnerable.Beast Cannon
236P
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 |
The normal Beast Cannon is an unappreciated move. The Beast Cannon attacks, for the uninitiated, will travel in one direction, and at any point, you can press a direction and punch to start traveling in that direction.
While it is definitely risky, you can use it for a variety of mixup, pressure, and spacing applications. You can attack with Beast Cannon, and on block, either move backward to avoid retaliation, cross behind them and THEN move backward for a cross-up, do a double-towards to punish slow normals, or even stop after the first one and throw them. If your opponent likes to try and counter between hits, you can do a double-towards where you intentionally don't connect the first one, throwing the usual timing off. You can use it to move forward and backwards in neutral situations to try and trick your opponent into making a reckless move.
Gallon is considered airborne for the entire duration of beats cannon. He cannot be throw
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 |
The ES Version of the horizontal Beast Cannon is outrageously amazing, and is the one you'll be doing a lot. It's the one you'll be comboing into off of ground normals, and it also has use as a corner escape, due to its long distance trajectory and quick travel time. Also, use it Psychic-Shoryuken style from full screen to punish any reckless movement from full screen whatsoever. For a fun game, see how many Rikuo players you can piss off by hitting this move full screen every time they do a plainly-telegraphed backwards jump and do the Poison Attack as soon as they land.
- Does not get traditionally Anti-Air'd
- Low-risk & Medium-reward
- Provides a new angle of approach
- Timing can vary to beat Tech-Hit attempts
- On hit, can easily combo into ES Climb Razor
- Landing during the active frames of the 2nd cannon is frame advantage. Gallon may make more offensive decisions.
Air Beast Cannon
J.236P
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 |
THIS move is the real hotness. In 'neutral' situations where neither character has the offensive advantage, you'll want to fish for knockdowns with this move. It's an easy way to get a knockdown without having to move into dangerous territory, and the cost of being knocked down against Gallon is so great that most opponents won't try and hit you out of it frequently. It's very safe on block unless you connect it very high up on a standing opponent, as well. Finally, it's very easy to juggle an ES Climb Razor after landing this move, making it his most important B&B Combo. I doubt I need to explain why getting the offensive advantage with a safe knockdown attack that leads to a braindead easy, two-move 40% damage combo is important to do, so use this a lot.
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 |
Diagonal Beast Cannon
623P
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 |
This variation isn't used a lot. HOWEVER, it's very important against IAD characters. It keeps them honest by keeping them from jumping on wakeup. The next time they try it, break out with this move immediately as they get up and watch them get knocked back down. Keep doing it until the learn to keep their feet planted firmly on the ground as they get up. You can also use this against Air-Dashers of any kind who like to commit to air-dashes from far away, as they won't be able to block it. This can be used similarly against any character if you think they will try and jump on wakeup or throw out a slow attack; however, it's pretty uncommon to use this in any situation other than against IAD characters.
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 |
Beast Cannon GC
623P
As a final note, this move is Gallon's Guard Cancel. This may sound cool at first, but keep in mind that GCs do half damage, so you don't actually have an epic 50%-life ES Guard Cancel. Also, the hitbox is really tiny, so don't even think about using it unless your opponent is right up in your grill.
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 |
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]K
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 |
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 |
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 |
The normal Climb Razor is pretty bad. The only thing it really has going for it is that it's one of the few anti-air moves which is unblockable if the opponent is close to landing. If you look at the hitbox though, you'll notice the tradeoff is that the move has abysmal priority. There's only two times I ever use the normal version of Climb Razor:
An opponent is trying to jump over me and doesn't suspect I'll do anything. I'll just say right now that this pretty much never happens, but if it does, Climb Razor was tailor-made for that oddly-specific circumstance.
Building meter after landing Moment Slice. You can whiff two of these (Lk Version) after landing Moment Slice, but I generally do just one so that I have enough time to position myself accordingly afterwards.
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
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 |
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 |
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 |
I'll admit, this move is pret-ty bad. ...But! As funny as it sounds, if you have the wiggle room to throw this move out (11 Frame Startup; compare that to Gallon's normals which average 6-7 Frame Startups), it's probably Gallon's safest anti-air. It also has the added bonuses of knocking down an airborne opponent and completely humiliating your opponent when they realize they got anti-aired by Million Flicker.
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
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
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
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
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
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 |