Avengers in Galactic Storm/Crystal: Difference between revisions
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{{Aigs Character Intro|char=Crystal|short=CR|sub=0|content= | |||
==Story== | |||
'''Crystal''' is the codename of '''Crystalia Amaquelin''', the princess of the Inhumans, a race genetically-engineered by the Kree using humans from the Stone Age, who would later abandon them following a prophecy predicting that their experiments would destroy the Supreme Inteligence. Crystal would initially have a long standing association with the Fantastic Four, even entering a relationship with F4 memeber Johnny Storm, but while this union wouldn't last, an association with superheroics would, much further down the line even leading to Crystal joining the Avengers. With the Avengers heavily involved in the events of Operation: Galactic Storm, Crystal is drawn into conflict with the Inhumans' very own creators... | |||
==Gameplay== | |||
One of the four normally playable Avengers characters in Avengers in Galactic Storm, much like the elements she controls, Crystal is a very powerful master of all trades. She can play a solid zoning game using her Flames and Meteorites, or she can rush down using her powerful frame-traps and fast, advantageous normals. Once she has scored a corner knockdown or stun, she can get an infinite OTG using her Earthquake special move, winning the round. This has a high executional requirement, but it enables her to score a round off a single interaction when she has meter to call assist. | |||
However, having access to such a powerful infinite doesn't mean Crystal is a linear character who has to fish for it all round. Crystal is one of the most versatile characters on the roster, with some of the best short-hop buttons and highly damaging juggles with her cl.5D. Her ULTIMATE ATTACK and DP might be a little underwhelming, but they have their uses as part of her moveset. If you're looking for a character who can play to their opponent's weaknesses and rewards good muscle memory, then give Crystal a try. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*OTG Earthquake infinite in the | *OTG Earthquake infinite is round winning. If Crystal combos into her Earthquake, she can set the infinite up while the opponent is stunned. | ||
*Standing overhead in 5D is very powerful. Since Crystal has a strong 2D with good reach and safety, her blockstrings are very scary to defend against. | |||
*Amazing short-hop buttons. Diagonal j.C is a filthy cross-up, and if it hits air-to-air, the opponent will flip out, allowing Crystal to hit a throw as they land. Diagonal j.D is a fast, long-reaching overhead which can be really hard for your opponent to beat. | |||
*Meter-printing frametraps from 214A. If she cancels 214A into itself on block, it can be a very strong source of chip damage and meter. However, opponents must be cautious of trying to press since she can also cancel it into 236A, which will hit almost any attempted mash. This makes 214A one of Crystal's best meaty options as she can also choose to rebuy her turn with a normal once her opponent is conditioned to block 214A>236A. | |||
|cons= | |cons= | ||
* | *Crystal is tied for the lowest health and stun in the game along with Minerva. Especially against characters like Dr. Minerva and Captain America, crystal has to be very cautious about being hit or the round could end for her very quickly. | ||
*DP is pretty lacklustre. While it has huge vertical reach, it has horrendous horizontal reach, and whiffing it lasts so long opponents get their choice of their favourite combo starter on you. It can still be important to represent because of how strong jump-ins are in Avengers, but it's a risky option in general. | |||
*Probably the worst ULTIMATE ATTACK in the game. Not only can it be negated by an opponent throwing out 2 projectiles, it is slow and extremely disadvantageous on block, in a game where a lot of ULTIMATE ATTACKS are plus. The only use it sees is as an unblockable cross-up punish. However, she is usually better forgoing her ULTIMATE ATTACK in most situations and using Assists instead. | |||
}} | |||
}} | }} | ||
==Moveset== | ==Moveset== | ||
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|block adv=? | |block adv=? | ||
|cancel=? | |cancel=? | ||
|description= | |description= Crystal's best launcher for combos with assist. Also her best tool for juggling after a launch, allowing her to combo into it twice from many starters, or use the launch to whiff Burn Rush into Flame to build more meter. | ||
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|block adv=? | |block adv=? | ||
|cancel=? | |cancel=? | ||
|description= | |description=One of the best jumping buttons in the game. It's a phenomenally fast air-to air, which can be used to set up grabs when it hits against an airborne opponent, and can be shorthopped to set up ambiguous cross-ups where you hit them behind but land in front. Since it's so active it can be very difficult for opponents to contest unless they have assist or a DP. | ||
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|block adv=? | |block adv=? | ||
|cancel=? | |cancel=? | ||
|description=Description | |description=Description goes here. | ||
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|block adv=? | |block adv=? | ||
|cancel=? | |cancel=? | ||
|description= | |description=Another one of the best jumping buttons in the game. It hits very far below Crystal and it's very hard to anti-air, has cross-up potential, and sometimes groundbounces the opponent for you to juggle with cl.5D. When shorthopped, pressing the button on the way up will result in a fast high with good damage if it connects and is hard to press against bc of how much reach it has. | ||
}} | }} | ||
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|version =214C | |version =214C | ||
|damage=? | |damage=? | ||
|guard= | |guard=High | ||
|startup=? | |startup=? | ||
|active=? | |active=? | ||
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|version =214D | |version =214D | ||
|damage=? | |damage=? | ||
|guard= | |guard=High | ||
|startup=? | |startup=? | ||
|active=? | |active=? | ||
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}} | }} | ||
}} | }} | ||
=== ULTIMATE ATTACK === | === ULTIMATE ATTACK === | ||
{{MoveData | {{MoveData | ||
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|block adv=? | |block adv=? | ||
|cancel=None | |cancel=None | ||
|description=A very slow super that can weirdly be destroyed by a couple of projectiles. It | |description=A very slow super that can weirdly be destroyed by a couple of projectiles. It might be considered the worst super in the game, but it still has a couple good benefits. It's good to deal with jump-ins, as it's invincible and if the opponent lands behind you during start-up it's unblockable. | ||
}} | }} | ||
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===General Gameplan=== | ===General Gameplan=== | ||
===Okizeme & Setups=== | ===Okizeme & Setups=== | ||
{{Navbox-AiGS}} | {{Navbox-AiGS}} |