Spectral vs Generation/Welles: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{SUBPAGENAME}}, | | 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. | ||
'''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.''' | '''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= | | 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. | * '''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, and | * '''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 | * '''"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. | * '''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 | * '''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= | | 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 it's always in favor for Welles. | * '''"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. | * '''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. | ||
}} | }} |
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. |
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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 |