Theatre of Light/Vanguard: Difference between revisions

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(wording fix, slight caption removal,)
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|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 2×2 (3)
  |damage= 2×2 [3]
  |P1= 0.9
  |P1= 0.9
  |P2= 0.9
  |P2= 0.9
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  |description=
  |description=
Vanguard performs up to 2 lateral slashes. Its speed and ease of confirming makes it a good starter as well as combo filler.
Vanguard performs up to 2 lateral slashes. Its speed and ease of confirming makes it a good starter as well as combo filler.
* Inflicts a comically large amount of hitstun, allowing you to confirm into just about any other move on hit. This also has the side effect of combos such as ATK ATK > SP > ATK still connecting if the second ATK whiffs.
* Inflicts a large amount of hitstun, allowing you to confirm into just about any other move on hit. This also has the side effect of combos such as ATK ATK > SP > ATK still connecting if the second ATK whiffs.
  }}
  }}
}}
}}
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  |recovery= 0
  |recovery= 0
  |description=
  |description=
Vanguard stabs her sword forwards before exploding it, launching the opponent on hit. Usually seen as a combo ender once Vanguard runs out of light.
Vanguard stabs her sword forwards before exploding it, launching the opponent on hit. Used as a light-less combo ender.
* Links into S2 against low-mid latency opponents
* Can link into S2 against low-mid latency opponents
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 1x6
  |damage= 1x6 [6]
  |lightcost= 1 + 1 Matchlight per repetition
  |lightcost= 1 (Initial), + 1 Matchlight per repetition
  |emolevel= 0
  |emolevel= 0
  |type=  
  |type=  
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Vanguard performs a flurry of stabs in the facing direction. A very good piece of combo filler due to its multi-hitting nature and the amount of Burn stacks it can inflict.  
Vanguard performs a flurry of stabs in the facing direction. A very good piece of combo filler due to its multi-hitting nature and the amount of Burn stacks it can inflict.  
* If S1 is held for longer, Vanguard will spend additional Matchlight to repeat this attack until the button is released.
* If S1 is held for longer, Vanguard will spend additional Matchlight to repeat this attack until the button is released.
* Each hit applies 1 stack of Burn.
* Each hit applies 1 stack of Burn [[File:TOL_StatusBurn.png|15px]].
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 5
  |damage= 5 + [[File:TOL_StatusBurn.png|15px]]
  |P1= 1
  |P1= 1
  |P2= 0.9
  |P2= 0.9
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  |emolevel= 0
  |emolevel= 0
  |type= Melee
  |type= Melee
  |properties= Block
  |properties= Block 13~50
  |startup= 0
  |startup= 0
  |active= 0
  |active= 0
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* Block does not come out immediately as the ability is used, meaning Vanguard can be stuffed out of the attack early
* Block does not come out immediately as the ability is used, meaning Vanguard can be stuffed out of the attack early
* Its hitbox is insanely tall, allowing it to combo off of moves such as Ignite even at higher hitstun scaling
* Its hitbox is insanely tall, allowing it to combo off of moves such as Ignite even at higher hitstun scaling
* The block can lead into a full combo if the move does not connect.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=TOL_VanguardSP.png
|image=TOL_VanguardSP.png
|caption=Romantic!
|caption=
|name=Light Up
|name=Light Up
|input=SP
|input=SP
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  |description=  
  |description=  
Vanguard lights their sword on fire, gaining 1 stack of Matchlight. Due to SP cancelling, Light Up is the backbone of all of Vanguard's combos, as it functions like a pseudo-Roman Cancel, allowing Vanguard to recover quicker and connect more attacks. Additionally, SP is used in neutral to both stack Matchlight for later interactions and restore Light without needing to end Turns.
Vanguard lights their sword on fire, gaining 1 stack of Matchlight. Due to SP cancelling, Light Up is the backbone of all of Vanguard's combos, as it functions like a pseudo-Roman Cancel, allowing Vanguard to recover quicker and connect more attacks. Additionally, SP is used in neutral to both stack Matchlight for later interactions and restore Light without needing to end Turns.
* Restores 1 light if used outside of a combo.
* Additionally, restores 1 light if used outside of a combo.
* Has a lengthy cooldown. Vanguard needs to link attacks into each other normally to stall for SP cooldown in order to extend combos further.
* Has a lengthy cooldown. Vanguard needs to link attacks into each other normally to stall for SP cooldown in order to extend combos further.
  }}
  }}
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{{MoveData
{{MoveData
|image=TOL_VanguardFS.png
|image=TOL_VanguardFS.png
|caption=Stand proud, you are strong.
|caption=
|name=Fiery Strike
|name=Fiery Strike
|input=S1~S2
|input=S1~S2
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 8
  |damage= 8 x Spent Matchlight [Max 24]
  |P1= 1.2
  |P1= 1.2
  |P2= 1
  |P2= 1
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|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 8X1,10X1
  |damage= 18 [8,10]
  |P1= 1
  |P1= 1
  |P2= 1
  |P2= 1
  |lightcost= 4 (Each matchlight reduce the cost by 1)
  |lightcost= 4 - Matchlight (Min 1)
  |emolevel= 3
  |emolevel= 3
  |type= Melee
  |type= Melee
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*A move that is most likely never going to land and very ineffective way to use light due to how slow start up this move is.
*A move that is most likely never going to land and very ineffective way to use light due to how slow start up this move is.
*This move has no way to confirm from any move in Vanguard's kit so you have to land it raw or meaty.
*This move has no way to confirm from any move in Vanguard's kit so you have to land it raw or meaty.
*Landing this move doubles current burn stack. (Eg. If they have 15 and you land this move, they get 30 burn stacks.)  
*Landing this move doubles the opponents current burn stacks [[File:TOL_StatusBurn.png|15px]]. (Eg. If they have 15 [[File:TOL_StatusBurn.png|15px]] and you land this move, they get 30 Burn [[File:TOL_StatusBurn.png|15px]] stacks.)  
  }}
  }}
}}
}}

Revision as of 15:50, 20 March 2024

Overview

Vanguard
TOL VanguardPortrait.png
Archetype: Rushdown
Health Defense Multiplier:
  • Melee: x1.0
  • Ranged: x1.0
Stagger Defense Multiplier:
  • Melee: x1.0
  • Ranged: x1.0
Walk Speed: 14
Max Light: 3

Vanguard is a straightforward rushdown character who builds up her special "Matchlight" resource at the cost of her own health to inflict massive amounts of Burn on the opponent. She sports fast and wide sword attacks and good combos for many situations.

Strengths Weaknesses
  • TOL StatusBurn.png Burn: Most of Vanguard's damage is heavily backloaded in the form of the Burn debuff, which, while unaffected by defense multipliers, can carry over into subsequent turns, ensuring they always take damage even if they hit you at some point.
  • Light Generation: Using SP in neutral, aside from stacking Matchlight, restores 1 Light to Vanguard. Using this Vanguard can easily stock up on Light without having to commit to hitting the opponent to end turns.
  • EZ-Bake Combos: Vanguard does not require tight execution or spacing to deal good damage to the opponent, and can confirm off of most hits through SP cancelling.
  • Insane Mobility: The usage of SP cancelling S1 carrying momentum means that applications of bind do not affect you in any way, along with making it so you can effectively "jumpscare" opponents with options such as S1 SP and having a fast moving S2.
  • Self-damage / Card Reliance: Without Gluttony or before reaching Emotion Level 2, having multiple stacks of Matchlight can cause a hefty amount of self-damage to yourself when you hit the opponent. If you choose against running Gluttony, Vanguard may have difficulty maintaining health or stock leads due to this.
  • Reliant on Matchlight: While Vanguard can stack Matchlight during combos, she generally needs preexisting Matchlight stacks in order to truly cash out on damage and Burn stacks. Running out on Matchlight in situations where you do not have the space to safely stack it back up will significantly decrease your ability to stay ahead in damage.

Move List

Unique Mechanic

TOL VanguardMatchlight.pngMatchlight

Matchlight is a unique resource built by using SP. Matchlight has the following properties:

  • While you have at least 1 stack of Matchlight, all your attacks inflict 1 stack of Burn TOL StatusBurn.png on hit.
  • While you possess Matchlight, you have a chance to damage yourself for a small amount each time you hit the opponent. This chance increases with each stack of Matchlight.
  • Certain moves are only accessible if you have a certain amount of Matchlight stacks, or gain enhanced properties with your Matchlight stacks.

Normal moves

Law And Order
ATK up to 2 times
TOL VanguardATK.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
2×2 [3] 0.9 0.9 0 0 Melee - 0 0 0

Vanguard performs up to 2 lateral slashes. Its speed and ease of confirming makes it a good starter as well as combo filler.

  • Inflicts a large amount of hitstun, allowing you to confirm into just about any other move on hit. This also has the side effect of combos such as ATK ATK > SP > ATK still connecting if the second ATK whiffs.


Ignite
ATKx3 at 2+ Matchlight
TOL VanguardIgnite.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
6 1.1 0.9 0 0 Melee - 0 0 0

Vanguard stabs her sword forwards before exploding it, launching the opponent on hit. Used as a light-less combo ender.

  • Can link into S2 against low-mid latency opponents


Patrolling
S1
TOL VanguardS1.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
2 0.95 0.95 1 0 Melee - 0 0 0

Vanguard performs a fast dashing stab, stopping if she comes into contact with the enemy. Decent gap closer and great combo filler if used with its follow-up, Stigmatize. Additionally, the dash can be kara cancelled into SP to give Vanguard large amounts of momentum, allowing her to cover distance very quickly and easily.

  • Naturally links into ATK if used as a combo starter


Stigmatize
S1 (hold)
TOL VanguardS1 2.png
Here comes the burn stacks
Here comes the burn stacks
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
1x6 [6] - - 1 (Initial), + 1 Matchlight per repetition 0 - - 0 0 0

Vanguard performs a flurry of stabs in the facing direction. A very good piece of combo filler due to its multi-hitting nature and the amount of Burn stacks it can inflict.

  • If S1 is held for longer, Vanguard will spend additional Matchlight to repeat this attack until the button is released.
  • Each hit applies 1 stack of Burn TOL StatusBurn.png.


Crack Of Dawn
S2
TOL VanguardS2.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
5 + TOL StatusBurn.png 1 0.9 2 (If at least 1 Matchlight, 1+1 Matchlight) 0 Melee Block 13~50 0 0 0

Vanguard winds up, Blocking attacks, before crashing down with a huge pillar of flame that deals damage scaling with the opponent's Burn stacks. Vanguard's only defensive tool, and a good one at that, being usable during wakeup invincibility as a reversal or to call out opponents' approach. Even if the Block doesn't get triggered, the subsequent attack hitbox is quite large, being able to stuff out options with ease. Its high damage against Burning opponents also makes it a good combo ender.

  • Block does not come out immediately as the ability is used, meaning Vanguard can be stuffed out of the attack early
  • Its hitbox is insanely tall, allowing it to combo off of moves such as Ignite even at higher hitstun scaling
  • The block can lead into a full combo if the move does not connect.


Light Up
SP
TOL VanguardSP.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
- - - 0 0 - - 0 0 0

Vanguard lights their sword on fire, gaining 1 stack of Matchlight. Due to SP cancelling, Light Up is the backbone of all of Vanguard's combos, as it functions like a pseudo-Roman Cancel, allowing Vanguard to recover quicker and connect more attacks. Additionally, SP is used in neutral to both stack Matchlight for later interactions and restore Light without needing to end Turns.

  • Additionally, restores 1 light if used outside of a combo.
  • Has a lengthy cooldown. Vanguard needs to link attacks into each other normally to stall for SP cooldown in order to extend combos further.

Psyches

Fiery Strike
S1~S2
TOL VanguardFS.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
8 x Spent Matchlight [Max 24] 1.2 1 2 2 Melee - 0 0 0

Ready a stance with your sword pulled back and plunge forward with heavy firepower depending on how many matchlight was spent.

  • Can be used as an ender but mostly better to land raw or start of combo.
  • The more matchlight you have the more it does (Base Damage*Matchlight).


4th Match Flame
ATK~S2
TOL Vanguard4MF.png
LET ME LAND THIS ONCEEEEE
LET ME LAND THIS ONCEEEEE
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
18 [8,10] 1 1 4 - Matchlight (Min 1) 3 Melee - 0 0 0

Vanguard will glow when this move activate and after awhile you will move forward unleashing a massive slash in the direction you are facing

  • A move that is most likely never going to land and very ineffective way to use light due to how slow start up this move is.
  • This move has no way to confirm from any move in Vanguard's kit so you have to land it raw or meaty.
  • Landing this move doubles the opponents current burn stacks TOL StatusBurn.png. (Eg. If they have 15 TOL StatusBurn.png and you land this move, they get 30 Burn TOL StatusBurn.png stacks.)

Strategy

Recommended Decks

Standard Issue Vanguard
EL1: Cocoon.
EL2: Gluttony.
EL3: N/A
The primary vanguard deck, makes up for the health loss of matchlight by barely gaining back all the health lost and more with Gluttony. Can't go wrong with it.

"Get a Job."
EL1: Violence
EL2: Chained Wrath
EL3: N/A
Due to vanguard having insane mobility in SP cancelling S1 instead of traditional movement, going for a high roll and ditching all combos for a burst combo such as ATKATK Blazing Strike, it can actually alleviate some of the self damage by not doing a long form combo and instead cashing out early. However, by going for huge cashouts constantly, there will be large periods of downtime between combos, allowing characters such as Gunner to have a higher chance of winning against you.

Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight