Spectral vs Generation/Welles: Difference between revisions
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'''Likes''': Fighting<br> | '''Likes''': Fighting<br> | ||
'''Dislikes''': Boredom | '''Dislikes''': Boredom | ||
== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | |||
He has an invulnerable dp that can be comboed into and off of and has ridiculous pressure and mixups, being able to kill opponents and break guards relatively quickly. | | intro = {{SUBPAGENAME}}, dubbed "SVG's Brawl Meta Knight" by the community, is an extremely fast and agile character with the damage on even the most basic of his optimal combos able to deal over half the enemy's health and his approach game is some of the most varied in the whole game. He has an invulnerable dp that can be comboed into and off of and has ridiculous pressure and mixups, being able to kill opponents and break guards relatively quickly. His downside is that he is extremely weak to setplay, and he really needs to keep his momentum. He can only be played aggressively but with his ability to swoop in from full screen and take over a game, that isn't an issue. | ||
His downside is that he is extremely weak to | |||
|- | '''Wells is a character who severely outclasses most of the cast because of his uncontested damage, pressure, and mobility. A Pixie character without many of the weaknesses it brings.''' | ||
|} | | pros= | ||
* '''Uncontested Damage Efficiency''': Welles has the most consistent and highest damage efficiency of any character. All of his optimal combos are the most damaging of any existing combo without even having to spend meter. Even so, he has burstless Touch Of Deaths against half the cast with meter. Getting two touched by this character is extremely common. | |||
* '''Absurd Buttons''': Welles' grounded normals are incredible, having strong pokes and letting him start pressure from much further than you'd expect. His air normals are also powerful, having access to strong air-to-air and air-to-ground options. | |||
* '''"What is a guard?"''': Welles' pressure is among the best due to his ability to effortlessly pressure his oppponent until their guard breaks, forcing them to either commit to a guard cancel for 1 bar or parrying correctly. | |||
* '''Zoners Hate Him!''': The fastest run speed and the fastest super jump speed, Welles has extremely fast approaches from both the ground and the air, rendering most zoning attempts nigh-useless. | |||
* '''Best Burst Potential''': Because of all the aformentioned pros, his burst potential is the best of the cast. Barely any scaling on his optimal combos, increased guard damage and endless meter burn for a limited time is way more than what he needs, but why not? | |||
| cons= | |||
* '''"What is defense?"''': Welles can only be played aggressively. While his DP's are good, they are incredibly weak to setplay such as Krayce 236C and Mayura icicles. Having no real way of creating or keeping space because of his sword normals having no disjoints either is also a detriment to playing anything but aggressively. It's all in for him, but unfortunately for the opponent, it's always in favor for Welles. | |||
* '''Honest Mids Welles''': Outside of fundamental pressure with Instand Air Dashes and lows, Welles is extremely reliant on mids to either guard break the opponent or catching a mistake in neutral or pressure to start his combos. | |||
}} | |||
==Normals== | ==Normals== | ||
Line 58: | Line 48: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 74: | Line 64: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Welles swings his sword vertically, not as much horizontal range as Far 5a but is leagues | | description = Welles swings his sword vertically, not as much horizontal range as Far 5a but is leagues bigger, hitting a large area in front of Welles<br>solid anti air option | ||
}} | }} | ||
}} | }} | ||
Line 90: | Line 80: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 106: | Line 96: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 7 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 112: | Line 102: | ||
}} | }} | ||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
{{MoveData | {{MoveData | ||
Line 121: | Line 112: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 136: | Line 127: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 5 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 151: | Line 142: | ||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Special/Super | ||
| startup = | | startup = 6 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 168: | Line 159: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 183: | Line 174: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 3 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 194: | Line 185: | ||
|name=2B | |name=2B | ||
|image=Spectral_VS_Generation_Welles2B_Image.png | |image=Spectral_VS_Generation_Welles2B_Image.png | ||
|caption=This might just be the best normal in the game | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 199: | Line 191: | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 6 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 214: | Line 206: | ||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Special/Super | ||
| startup = | | startup = 10 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Welles swings his sword horizontally, has solid range and is fast, solid poke in the neutral | | description = Welles swings his sword horizontally, has solid range and is fast, solid poke in the neutral but has awful scaling for combos | ||
}} | }} | ||
}} | }} | ||
Line 231: | Line 223: | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = | ||
| startup = | | startup = 4 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Welles pokes the enemy with his foot, fast startup and recovery, can be used to tick throw | | description = Welles pokes the enemy with his foot, fast startup and recovery, can be used to tick throw. One of your main combo starters as it is a fast low that chains into your 5B -> 5B -> 5C normal chain | ||
}} | }} | ||
}} | }} | ||
Line 246: | Line 238: | ||
| damage = 15 | | damage = 15 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = j.B | ||
| startup = | | startup = 5 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 263: | Line 255: | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = Neutral | |||
| damage = 30 | | damage = 30 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 8 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 272: | Line 265: | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = Directional | |||
| damage = 60 | | damage = 60 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 9 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 290: | Line 284: | ||
| damage = 50 | | damage = 50 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 11 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 306: | Line 300: | ||
| damage = 20 | | damage = 20 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 8 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Welles kicks right below him, can hit most opponents if | | description = Welles kicks right below him, can hit most opponents if done immediately when jumping forward, not used very much | ||
}} | }} | ||
}} | }} | ||
===Command Normals=== | ===Command Normals=== | ||
{{MoveData | {{MoveData | ||
Line 321: | Line 316: | ||
| damage = 45 | | damage = 45 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 7 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 353: | Line 348: | ||
| damage = 13 | | damage = 13 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Chain Normals/Special/Super | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 368: | Line 363: | ||
| damage = 13-15 | | damage = 13-15 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Chain Normals/Special/Super | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 383: | Line 378: | ||
| damage = 24-27 | | damage = 24-27 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Special/Super | ||
| startup = | | startup = Special/Super | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 398: | Line 393: | ||
| damage = 24 | | damage = 24 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Special/Super | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 413: | Line 408: | ||
| damage = 22-24 | | damage = 22-24 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Special | ||
| startup = | | startup = Special/Super | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 428: | Line 423: | ||
| damage = 24-27 | | damage = 24-27 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Special/Super | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 438: | Line 433: | ||
===Throws=== | ===Throws=== | ||
{{MoveData | {{MoveData | ||
|name=A | |name=A+D | ||
|image=Spectral_VS_Generation_WellesGrab_Image.png | |image=Spectral_VS_Generation_WellesGrab_Image.png | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
Line 446: | Line 440: | ||
| guard = Throw | | guard = Throw | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Forward Throw<br>Both throws will end in a roundhouse kick in the direction of the throw | | description = Forward Throw<br>Both throws will end in a roundhouse kick in the direction of the throw | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|name=B+D | |||
|image=Spectral_VS_Generation_WellesFar5D_Image.png | |||
|data= | |||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = 70 | | damage = 70 | ||
| guard = Throw | | guard = Throw | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 4 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 469: | Line 470: | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 152 | ||
| guard = High | | guard = High | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 31 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 488: | Line 489: | ||
| guard = Low | | guard = Low | ||
| cancel = N/A | | cancel = N/A | ||
| startup = | | startup = 31 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 494: | Line 495: | ||
}} | }} | ||
}} | }} | ||
===Parry (Chaos Breaking)=== | ===Parry (Chaos Breaking)=== | ||
Line 524: | Line 526: | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = A | |||
| damage = 30 | | damage = 30 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Battle Thunder Combo/Super | ||
| startup = | | startup = 8 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 533: | Line 536: | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = B | |||
| damage = 33 | | damage = 33 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Battle Thunder Combo/Super | ||
| startup = | | startup = 15 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 542: | Line 546: | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = C | |||
| damage = 35 | | damage = 35 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Battle Thunder Combo/Super | ||
| startup = | | startup = 19 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 559: | Line 564: | ||
| damage = 51 | | damage = 51 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = SoT/Super | ||
| startup = | | startup = 12 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 575: | Line 580: | ||
| damage = 40 | | damage = 40 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 18 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Hits both overhead and OTG. You are always able to combo into this after a hard knockdown from either Gale Break or Slice Hurricane/Gale Successive Slices | ||
}} | }} | ||
}} | }} | ||
Line 593: | Line 598: | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = A | |||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Gale Break | ||
| startup = | | startup = 12 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = +4 | ||
| description = | | description = | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = B | |||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Gale Break | ||
| startup = | | startup = 10 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 611: | Line 618: | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = C | |||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Gale Break | ||
| startup = | | startup = 6 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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| damage = 30 | | damage = 30 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = 16 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 645: | Line 653: | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = A | |||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Super | ||
| startup = | | startup = 17 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 654: | Line 663: | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = B | |||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Super | ||
| startup = | | startup = 20 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
Line 663: | Line 673: | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = C | |||
| damage = 50 | | damage = 50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = Super | ||
| startup = | | startup = 23 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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| damage = 80 | | damage = 80 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = Gale Thunder Strike | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 702: | Line 713: | ||
| damage = N/A | | damage = N/A | ||
| guard = N/A | | guard = N/A | ||
| cancel = | | cancel = Double Jump/Gale Successive Slices/Gale Thunder Strike | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 709: | Line 720: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=Gale Successive Slices | |name=Gale Successive Slices | ||
Line 717: | Line 730: | ||
| damage = 80 | | damage = 80 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = Gale Thunder Strike | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 724: | Line 737: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=Gale Thunder Strike | |name=Gale Thunder Strike | ||
|image=Spectral_VS_Generation_Wellesj.236D_Image.png | |image=Spectral_VS_Generation_Wellesj.236D_Image.png | ||
|input=j.236D OR Death Sword Dance/Double Jump ~> 2D | |input=j.236D OR Death Sword Dance/Double Jump ~> 2D Or Gale Break/Gale Successive Slices ~>2D | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = j.236D | |||
| damage = 30 | | damage = 30 | ||
| guard = Low | | guard = Low | ||
| cancel = | | cancel = Super | ||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = | |||
}} | |||
{{AttackData-SVG | |||
| version = Death Sword Dance/Double Jump ~> 2D | |||
| damage = 50 | |||
| guard = Low | |||
| cancel = Super | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 739: | Line 765: | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = Gale Break/Gale Successive Slices ~>2D | |||
| damage = 50 | | damage = 50 | ||
| guard = | | guard = Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
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| damage = 131 | | damage = 131 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 777: | Line 804: | ||
| damage = 154 | | damage = 154 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 786: | Line 813: | ||
| damage = 104-132 | | damage = 104-132 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 797: | Line 824: | ||
{{MoveData | {{MoveData | ||
|name=Another World | |name=Another World | ||
|image= | |image=Spectral_VS_Generation_Welles236236D_Image.png | ||
|input=236236D | |input=236236D | ||
|data= | |data= | ||
Line 803: | Line 830: | ||
| damage = 153 | | damage = 153 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
Line 814: | Line 841: | ||
|name=Change The World | |name=Change The World | ||
|image=Spectral_VS_Generation_Welles2363214ABC_Image.png | |image=Spectral_VS_Generation_Welles2363214ABC_Image.png | ||
|input=2363214A/B/C | |input=2363214A/B/C OR j.214214A/B/C | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = 276 | | damage = 276 | ||
| guard = High | | guard = High | ||
| cancel = | | cancel = N/A | ||
| startup = | | startup = Variable | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Welles leaps to the closest wall behind him before dive bombing the opponent like with his j.236A/B/C. On hit he performs a series of attacks that deal a large amount of damage that doesn’t scale too much, especially compared to other level 3’s. This is your main burst combo ended and you should always go for it if you can kill with it. | ||
}} | }} | ||
}} | }} | ||
==Strategy== | ==Strategy== | ||
===Neutral=== | |||
In neutral Welles has only 1 real goal, Get In. Due to how good moves like Welles' 2B, 623A, IAD j.B, etc are you can play a surprisingly effective footsies game, especially with how fast 623A causes you to approach. Due to how Welles' kit is you unfortunately cannot play defensively. You can at most get a life lead and force your opponent to approach, though this is in most cases an inferior strategy then simply applying pressure. | |||
===Offence (On Hit)=== | |||
On hit Welles has a simple flowchart depending on what the hit was, usually getting broken down to what hit the opponent with the three most common outcomes being, | |||
*Can I confirm into 623A >> 623C? | |||
*Did I hit with j.236A/B/C or one of its variations? | |||
*Did I Dandy? | |||
In the first case you simple do the normal Welles loop and adjust based on the current gamestate, such as if you can kill or not.<br>If you hit with j.236A/B/C or a variation of it you get a HKD which lets you 236A(Whiff) ~> D(OTG) as you don't have any better options due to Welles not having an Oki tool like a Krayce 236A/B/C for example.<br>If you did a Dandy you will want to go into a 214214A/B/C, with the version you use depending on spacing. After the super you again get a 236A(Whiff) ~> D(OTG). | |||
====HKD OKI==== | |||
As stated above you do not have a be all Oki tool like some other characters. After a HKD you always do a 236A(Whiff) ~> D(OTG) if you can for extra damage, and if not you run a basic Oki based on where they are. This can range from a meaty 2D or cl.5C, to the various options you have from empty jump 2D to delayed air dash j.B/C. It will all depend on what the opponent is conditioned to expect, mix it up. Sometimes you can even get away with a Dandy Step on their wake up if you are sure they will DP. | |||
===Offence (On Block)=== | |||
On block you will always, and I mean ALWAYS go into a 623A. 623A is +4 on block and leads to a built in mixup with there being a multitude of options. What options you want to choose will vary based on the matchup as some characters have more possible outs to your 623A pressure but as a rule of thumb Guard Cancel is what people will universally use to get out of your pressure. | |||
===Defense=== | |||
Defensively Welles is one of the best characters in the game having not only a true DP, but his Dandy Step is completely invulnerable when dashing away with variable timing for the hit based on which version you used. Due to his DP being SoT'able and leading to insane damage on hit, offence against Welles requires specific tools in order to be effective, such as Krayce 236A/B/C, Hiro 214D, or anything that Welles is unable to DP or Dandy Step out of. | |||
==Combos== | ==Combos== | ||
:Need help reading the combos? Check out the [[Spectral_vs_Generation/Glossary|'''Glossary''']] for explanations on notation and game specific terms! All damage values tested against Hiro. | |||
===Chain Combos=== | ===Chain Combos=== | ||
{| border="1em" cellpadding="3" cellspacing="0" | {| border="1em" cellpadding="3" cellspacing="0" | ||
Line 849: | Line 893: | ||
|- | |- | ||
|} | |} | ||
=== | |||
===BnB Combos=== | |||
{| border="1em" cellpadding="3" cellspacing="0" | |||
| align="center" style="background:#f0f0f0;"|'''Combo''' | |||
| align="center" style="background:#f0f0f0;"|'''Total Damage''' | |||
| align="center" style="background:#f0f0f0;"|'''Notes''' | |||
|- | |||
| colspan="6" align="center" | '''The Only Welles Combo You Need''' | |||
|- | |||
|Starter > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D | |||
|Dmg will vary | |||
|The only Welles combo you ever need. The amount you want to extend this combo will vary based on your meter and the opponents health. All variations of this combo will all end in either the 236A(whiff)~>D or will turn into a burst combo. You can also do a 623C > SoT >> j.236A/B/C >> 236A(whiff)~D if you are still learning the standard version. | |||
|- | |||
| colspan="6" align="center" | '''The Best Meterless Combo''' | |||
|- | |||
|Starter > 623A >> 623A >> 623C >> 5B -> 5C > 623A >> 623C ~> 2A/B/C >> 236A (whiff) ~> D | |||
|Dmg will vary | |||
|The optimal meterless version of the Welles loop that you can still extend with meter if you wish. This is a situational route that won’t work on all characters. None the less this version deals great damage and builds a lot of meter for no real cost save for not working on some characters consistently or not at all. Works fully on Hiro, Hiro2 and Jadou2. On Jadou, Krayce, Orochimaru, and Mayura you are able to get the 2 623A's but you can't get the 623C >> 5B link without SoT | |||
|- | |||
| colspan="6" align="center" | '''The Dandy Step Combo''' | |||
|- | |||
|214A/B/C > 214214A/B >> 236A (whiff) ~> D | |||
|204 | |||
|The only other combo you really need to know in order to maximize the reward off of a dandy step, considering how good of a reversal it is. | |||
|- | |||
| colspan="6" align="center" | '''Two Bar BnB''' | |||
|- | |||
|2B -> 5C > 623A >> 623A >> 623C >> [5B -> 5C >623A >> 623C SoT]x3 >> 5B -> 5C > 623A >> 623C ~> 2A/B/C | |||
|421 | |||
|2 bar start H2/J2 ToD. Because why would you need to use 3 bars to ToD when you only need to use 2? | |||
|- | |||
|j.C >> cl.5C > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C > SoT > Burst(whiff) >> {5B -> 5C > 623A >> 623C > SoT}x2 >> BackDash >> 2363214C | |||
|512 | |||
|Burst tod. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Will 100% any character in the game, even Hiro. | |||
|- | |||
| colspan="6" align="center" | '''Three Bar BnB''' | |||
|- | |||
|2B -> 5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D | |||
|432 | |||
|Jadou2/Hiro2 tod combo. Requires you to have a full 3 bars by the time you do the first SoT | |||
|- | |||
|j.C >> cl.5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D | |||
|457 | |||
|Welles/Roze tod combo. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Requires you to have a full 3 bars by the time you do the first SoT | |||
|- | |||
|} | |||
{{Navbox-SVG}} | {{Navbox-SVG}} |
Latest revision as of 15:28, 30 April 2024
Welles | |
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Health | 450 |
Pre-Jump Frames | 3 |
Play Style | Rushdown, Mixup |
Dash Type | Run |
Character Background
Race: Human
Motivation: Reconnaissance and to test his skills
Weapon: Twin Swords
Likes: Fighting
Dislikes: Boredom
Gameplay Overview
Welles, dubbed "SVG's Brawl Meta Knight" by the community, is an extremely fast and agile character with the damage on even the most basic of his optimal combos able to deal over half the enemy's health and his approach game is some of the most varied in the whole game. He has an invulnerable dp that can be comboed into and off of and has ridiculous pressure and mixups, being able to kill opponents and break guards relatively quickly. His downside is that he is extremely weak to setplay, and he really needs to keep his momentum. He can only be played aggressively but with his ability to swoop in from full screen and take over a game, that isn't an issue. Wells is a character who severely outclasses most of the cast because of his uncontested damage, pressure, and mobility. A Pixie character without many of the weaknesses it brings. |
|
Pros | Cons |
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Normals
Far Standing Normals
f.5A
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f.5B
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f.5C
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f.5D
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C
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cl.5D
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Crouching Normals
2A
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2B
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2C
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2D
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Jumping Normals
j.A
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j.B
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j.C
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j.D
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Command Normals
3D
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j.2A
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Chain Specific Normals
Chain 5B
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Chain 2B
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Chain 5C 1
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Chain 5C 2
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Chain 5C 3
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Chain 2C
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Throws
A+D
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B+D
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Dust (Sword Series Slash)
5B+C
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2B+C
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Parry (Chaos Breaking)
A+B
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Special Moves
Battle Gale Slice
236A/B/C |
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Battle Thunder Combo
Battle Gale Slice ~> A/B/C |
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Lightning Smash Kill
Battle Gale Slice ~> D |
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Shining Break
623A/B/C |
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Gale Break
Shining Break ~> 2A/B/C |
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Illusion Flash
214A/B/C |
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Slice Hurricane
j.236A/B/C |
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Death Sword Dance
236D |
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Gale Successive Slices
Death Sword Dance/Double Jump ~> A/B/C |
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Gale Thunder Strike
j.236D OR Death Sword Dance/Double Jump ~> 2D Or Gale Break/Gale Successive Slices ~>2D |
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Super Moves
Level 1 Supers
Dark Baron
236236A/B/C |
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Tornado Battle Fang
214214A/B/C |
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Another World
236236D |
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Level 3 Super
Change The World
2363214A/B/C OR j.214214A/B/C |
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Strategy
Neutral
In neutral Welles has only 1 real goal, Get In. Due to how good moves like Welles' 2B, 623A, IAD j.B, etc are you can play a surprisingly effective footsies game, especially with how fast 623A causes you to approach. Due to how Welles' kit is you unfortunately cannot play defensively. You can at most get a life lead and force your opponent to approach, though this is in most cases an inferior strategy then simply applying pressure.
Offence (On Hit)
On hit Welles has a simple flowchart depending on what the hit was, usually getting broken down to what hit the opponent with the three most common outcomes being,
- Can I confirm into 623A >> 623C?
- Did I hit with j.236A/B/C or one of its variations?
- Did I Dandy?
In the first case you simple do the normal Welles loop and adjust based on the current gamestate, such as if you can kill or not.
If you hit with j.236A/B/C or a variation of it you get a HKD which lets you 236A(Whiff) ~> D(OTG) as you don't have any better options due to Welles not having an Oki tool like a Krayce 236A/B/C for example.
If you did a Dandy you will want to go into a 214214A/B/C, with the version you use depending on spacing. After the super you again get a 236A(Whiff) ~> D(OTG).
HKD OKI
As stated above you do not have a be all Oki tool like some other characters. After a HKD you always do a 236A(Whiff) ~> D(OTG) if you can for extra damage, and if not you run a basic Oki based on where they are. This can range from a meaty 2D or cl.5C, to the various options you have from empty jump 2D to delayed air dash j.B/C. It will all depend on what the opponent is conditioned to expect, mix it up. Sometimes you can even get away with a Dandy Step on their wake up if you are sure they will DP.
Offence (On Block)
On block you will always, and I mean ALWAYS go into a 623A. 623A is +4 on block and leads to a built in mixup with there being a multitude of options. What options you want to choose will vary based on the matchup as some characters have more possible outs to your 623A pressure but as a rule of thumb Guard Cancel is what people will universally use to get out of your pressure.
Defense
Defensively Welles is one of the best characters in the game having not only a true DP, but his Dandy Step is completely invulnerable when dashing away with variable timing for the hit based on which version you used. Due to his DP being SoT'able and leading to insane damage on hit, offence against Welles requires specific tools in order to be effective, such as Krayce 236A/B/C, Hiro 214D, or anything that Welles is unable to DP or Dandy Step out of.
Combos
- Need help reading the combos? Check out the Glossary for explanations on notation and game specific terms! All damage values tested against Hiro.
Chain Combos
Chain Combo | Total Damage | Notes |
fluff | ||
fluff | ||
fluff |
BnB Combos
Combo | Total Damage | Notes | |||
The Only Welles Combo You Need | |||||
Starter > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D | Dmg will vary | The only Welles combo you ever need. The amount you want to extend this combo will vary based on your meter and the opponents health. All variations of this combo will all end in either the 236A(whiff)~>D or will turn into a burst combo. You can also do a 623C > SoT >> j.236A/B/C >> 236A(whiff)~D if you are still learning the standard version. | |||
The Best Meterless Combo | |||||
Starter > 623A >> 623A >> 623C >> 5B -> 5C > 623A >> 623C ~> 2A/B/C >> 236A (whiff) ~> D | Dmg will vary | The optimal meterless version of the Welles loop that you can still extend with meter if you wish. This is a situational route that won’t work on all characters. None the less this version deals great damage and builds a lot of meter for no real cost save for not working on some characters consistently or not at all. Works fully on Hiro, Hiro2 and Jadou2. On Jadou, Krayce, Orochimaru, and Mayura you are able to get the 2 623A's but you can't get the 623C >> 5B link without SoT | |||
The Dandy Step Combo | |||||
214A/B/C > 214214A/B >> 236A (whiff) ~> D | 204 | The only other combo you really need to know in order to maximize the reward off of a dandy step, considering how good of a reversal it is. | |||
Two Bar BnB | |||||
2B -> 5C > 623A >> 623A >> 623C >> [5B -> 5C >623A >> 623C SoT]x3 >> 5B -> 5C > 623A >> 623C ~> 2A/B/C | 421 | 2 bar start H2/J2 ToD. Because why would you need to use 3 bars to ToD when you only need to use 2? | |||
j.C >> cl.5C > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C > SoT > Burst(whiff) >> {5B -> 5C > 623A >> 623C > SoT}x2 >> BackDash >> 2363214C | 512 | Burst tod. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Will 100% any character in the game, even Hiro. | |||
Three Bar BnB | |||||
2B -> 5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D | 432 | Jadou2/Hiro2 tod combo. Requires you to have a full 3 bars by the time you do the first SoT | |||
j.C >> cl.5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D | 457 | Welles/Roze tod combo. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Requires you to have a full 3 bars by the time you do the first SoT |