Theatre of Light/Vanguard: Difference between revisions

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==Overview==
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
| align="center" colspan="2" |'''Vanguard'''
|-
|-
| align="center" colspan="2" |[[File:TOL VanguardPortrait.png|center|frameless|500px]]
| align="center" colspan="2" |[[File:TOL VanguardPortrait.png|center|frameless|500px]]
Line 6: Line 8:
|-
|-
| '''Health Defense Multiplier:''' ||  
| '''Health Defense Multiplier:''' ||  
* Melee: x1.0
* Melee: x1.0
* Ranged: x1.0
* Ranged: x1.0
|-
|-
| '''Stagger Defense Multiplier:''' ||  
| '''Stagger Defense Multiplier:''' ||  
* Melee: x1.0
* Melee: x1.0
* Ranged: x1.0
* Ranged: x1.0
Line 19: Line 19:
| '''Max Light:''' || 3
| '''Max Light:''' || 3
|}
|}
==Overview==
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.
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.
{{ProConTable
{{ProConTable
|intro=[[file:TOL_VanguardIcon.png|link|50px]]
'''Vanguard''' sacrifices her own health to build up Matchlight, rush down the opponent, and light them ablaze.
|pros=
|pros=
* '''<span style="color: green;">Gluttony</span>:''' This Abnormality Page singlehandedly alleviates Vanguard's most prominent weakness, that being her self-damage, once she reaches Emotion Level 2. With this page, she can comfortably snowball rounds and gain stock leads with the net neutral or even positive health she gains from her many-hit combos.
* '''Burn [[File:TOL_StatusBurn.png|15px]] :''' 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.
* '''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.
* '''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.
* '''Easy to Perform 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.
|cons=
|cons=
* '''Self-damage:''' 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.
* '''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 will 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.
* '''Resource Heavy:''' 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.
|tablewidth=80}}
|width=70}}
<p style="clear:right"></p>


==Move List==
==Move List==
{{Content Box|header=Unique Mechanic|content=
===[[File:TOL_VanguardMatchlight.png|40px]]Matchlight===
Matchlight is a unique resource built by using SP. Matchlight has the following properties: <br>
* While you have at least 1 stack of Matchlight, all your attacks inflict 1 stack of Burn [[File:TOL_StatusBurn.png|15px]] 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===
===Normal moves===
{{MoveData
{{MoveData
|image=TOL_SamuraiSP.png
|image=TOL_VanguardATK.png
|caption=
|caption=
|name=Gleaming Step
|image2=TOL_VanguardATK2.png
|input=SP
|name=Law And Order
|input=ATK up to 2 times
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage=  
  |damage= 2×2 [3]
|P1= 0.9
|P2= 0.9
  |lightcost= 0
  |lightcost= 0
  |emolevel= 0
  |emolevel= 0
  |type=  
  |type= Melee
  |properties=
  |properties=
  |startup= 0
  |startup= 0
  |active= 0
  |active= 0
  |recovery= 0
  |recovery= 0
  |description=  
  |description=
* move list still uses samurai's page as a placeholder. will add moves in due time
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.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=TOL_SamuraiATK.png
|image=TOL_VanguardIgnite.png
|image2=TOL_SamuraiATKair.png
|caption=  
|caption=Grounded
|name=Ignite
|caption2=Air
|input=ATKx3 at 2+ Matchlight
|name=Draw of the Sword
|input=ATK
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
|version= Grounded
  |damage= 6
  |damage= 6
  |P1= 0.9
  |P1= 1.1
  |P2= 0.8
  |P2= 0.9
  |lightcost= 0
  |lightcost= 0
  |emolevel= 0
  |emolevel= 0
  |type= Melee
  |type= Melee
  |properties=
  |properties=
  |startup= 21
  |startup= 0
  |active= 3
  |active= 0
  |recovery= 13
  |recovery= 0
  |description=
  |description=
* Restores 1 light on hit.
Vanguard stabs her sword forwards before exploding it, launching the opponent on hit. Used as a lightless combo ender.
}}
* Can link into S2 against low latency opponents
{{AttackData-TOL
|header= no
|version= Air
|damage= 8
|P1= 0.9
|P2= 0.8
|lightcost= 0
|emolevel= 0
|type= Melee
|properties=
|startup= 16
|active= 1
|recovery= 21
|description=
* Slash straight downwards.
* Has high startup and poor range, but can be thankfully used during Gleaming Step, allowing you to extend off of it.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=TOL_SamuraiATKATK.png
|image=TOL_VanguardS1.png
|caption= Inconsistent my ass
|image2=TOL_VanguardS12.png
|name=Slay
|caption2=Legally Distinct Stinger
|input=ATK~ATK
|name=Patrolling
|input=S1
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 4
  |damage= 2
  |P2= 0.8
|P1= 0.95
  |P2= 0.95
  |lightcost= 1
  |lightcost= 1
  |emolevel= 0
  |emolevel= 0
  |type= Melee
  |type= Melee
  |properties=
  |properties=
  |startup= 16
  |startup=0
  |active= 3
  |active= 0
  |recovery= 21
  |recovery= 0
  |description=* Cannot be done after air ATK.
  |description=  
* Gives Samurai 2 strength next turn.
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.
* Usually a combo ender after S1 ATK, if not enough light is available for S2.
* Naturally links into ATK if used as a combo starter
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=TOL_SamuraiS1.png
|image=TOL_VanguardS1 2.png
|caption= IIIII SEE THE CIIIRCLE
|caption= Legally Distinct Million Stab
|name=Overthrow
|name=Stigmatize
|input=S1
|input=S1 (hold)
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= * 7 (normal)
  |damage= 1x3 [3]
* 8 (sweetspot)
  |lightcost= 1 (Initial), + 1 Matchlight per repetition
  |P1= 1
|P2= 0.85
|lightcost= 1
  |emolevel= 0
  |emolevel= 0
  |type= Melee
  |type=  
  |properties=
  |properties=
  |startup=21
  |startup=0
  |active= * 1 (normal)
  |active= 0
* 3 (sweetspot)
  |recovery= 0
  |recovery= 18
  |description=  
  |description= * Has a sweetspot at the farthest point of the move that does a bit more damage, and more importantly, has more hitstun.
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 [[File:TOL_StatusBurn.png|15px]] for a total of 3.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=TOL_SamuraiS1 2.png
|image=TOL_VanguardS21.png
|caption=
|caption=CRACK OF..
|name=Deflect
|image2=TOL_VanguardS2.png
|input=S1 (hold)
|caption2=6
|name=Crack Of Dawn
|input=S2
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 0
  |damage= 5 + [[File:TOL_StatusBurn.png|15px]]
  |lightcost= 1
|P1= 1
|P2= 0.9
  |lightcost= 2 (If at least 1 Matchlight, 1+1 Matchlight)
  |emolevel= 0
  |emolevel= 0
  |type=  
  |type= Melee
  |properties= Block
  |properties= Block 13~50
  |startup=11
  |startup= 0
  |active= 27
  |active= 0
  |recovery= 33
  |recovery= 0
  |description= Parry
  |description=
* Landing this refunds 2 light and cancels the recovery of the move.
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.
* Cooldown only starts if it's whiffed
* 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 still leads into combos if the move does not connect. In some cases it may even be beneficial to flick your camera away from the opponent to whiff the counterattack, allowing you to go into a more damaging combo afterwards.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=TOL_SamuraiS2.png
|image=TOL_VanguardSP.png
|caption=
|caption=
|name=Rising Blade
|name=Light Up
|input=S2
|input=SP
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 10
  |damage=  
|P1= 1.1
  |lightcost= 0
|P2= .9
  |lightcost= 2
  |emolevel= 0
  |emolevel= 0
  |type= Melee
  |type=  
  |properties= Evade
  |properties=
  |startup= 36
  |startup= 0
  |active= 30
  |active= 0
  |recovery= 10
  |recovery= 0
  |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.
* 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.
  }}
  }}
}}
}}
<br>
 
===Psyches===
===Psyches===
{{MoveData
{{MoveData
|image=TOL_SamuraiTCTB.png
|image=TOL_VanguardFS.png
|caption= Yield My Flesh to Claim Their Bones
|caption=
|name=To Claim Their Bones
|name=Fiery Strike
|input=S1~ATK
|input=S1~S2
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 10 + (damage reflected*2)
  |damage= 8 x Spent Matchlight [Max 24]
  |P1= 0.5
  |P1= 1.2
  |P2= 0.5
  |P2= 1
  |lightcost= 2
  |lightcost= 2
  |emolevel= 2
  |emolevel= 2
  |type= Melee
  |type= Melee
  |properties=
  |properties=  
  |startup=11
  |startup= 0
  |active= 27
  |active= 0
  |recovery= * 53 (whiff)
  |recovery= 0
* 60 (successful)
  |description=
  |description= Counter Psyche.
Vanguard performs a large fiery thrust in place. Commonly used as a combo ender, but has insane reward if landed raw.
* Restores all light when landed.
*The more matchlight you have the more it does (Base Damage*Matchlight).
* Damage is based on damage taken times two, resistances unaccounted for.
* Use this against strong, single-hit classes such as Charger and Assassin.
  }}
  }}
}}
}}
<br>
<br>
{{MoveData
{{MoveData
|image=TOL_SamuraiRave.png
|image=TOL_Vanguard4MF.png
|caption= "How do I input Wrathful Rave?"
|caption= Landing this equates to winning the lottery
|name=Wrathful Rave
|name=4th Match Flame
|input=S2 (hold), ATK>S2>ATK>S1>ATK>S1>S1
|input=ATK~S2
|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 50
  |damage= 18 [8,10]
  |P1= 1
  |P1= 1
  |P2= 0.95
  |P2= 1
  |lightcost= 3
  |lightcost= 4 - Matchlight (Min 1)
  |emolevel= 3
  |emolevel= 3
  |type= Melee
  |type= Melee
  |properties= Evade
  |properties=  
  |startup=11
  |startup= 0
  |active= 27
  |active= 0
  |recovery= * 57 (whiff)
  |recovery= 0
* 38 (successful)
  |description=
* 150 (failed)
Vanguard glows before unleashing a massive fire slash forward. A high-risk, mediocre reward psyche that is hard to land, and generally not worth going for.
  |description= Deadly Rave.
*Doubles the opponent's current Burn stacks on hit. Useful for achieving funny numbers.
  }}
  }}
}}
}}


==Strategy==
==Strategy==
<br>
<h3> Recommended Decks </h3>
<b> Recommended Cards </b> <br> <br>
<b> Standard Issue Vanguard </b><br>
<span style = "color: #46CB65;"> EL1: </span>Cocoon. <br>
<span style = "color: #46CB65;"> EL1: </span>Cocoon. <br>
<span style = "color: #CA0101;">EL2: </span>Gluttony. <br>
<span style = "color: #CA0101;">EL2: </span>Gluttony. <br>
<span style = "color: #C067EF;">EL3: </span>N/A <br>
<span style = "color: #C067EF;">EL3: </span>N/A <br>
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."'''<br>
<span style = "color: #46CB65;"> EL1: </span>Violence<br>
<span style = "color: #CA0101;">EL2: </span>Chained Wrath<br>
<span style = "color: #C067EF;">EL3: </span>N/A <br>
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.


==Gameplan==
<br>
==Combos==
<br>
==Theatre of Light Navigation==
==Theatre of Light Navigation==
{{Navbox-TOL}}
{{Navbox-TOL}}
[[Category:Theatre of Light]]
[[Category:Theatre of Light]]

Latest revision as of 18:36, 14 May 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
  • Burn TOL StatusBurn.png : 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.
  • Easy to Perform 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 will have difficulty maintaining health or stock leads due to this.
  • Resource Heavy: 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
TOL VanguardATK2.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 lightless combo ender.

  • Can link into S2 against low latency opponents


Patrolling
S1
TOL VanguardS1.png
TOL VanguardS12.png
Legally Distinct Stinger
Legally Distinct Stinger
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
Legally Distinct Million Stab
Legally Distinct Million Stab
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
1x3 [3] - - 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 for a total of 3.


Crack Of Dawn
S2
TOL VanguardS21.png
CRACK OF..
CRACK OF..
TOL VanguardS2.png
6
6
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 still leads into combos if the move does not connect. In some cases it may even be beneficial to flick your camera away from the opponent to whiff the counterattack, allowing you to go into a more damaging combo afterwards.


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

Vanguard performs a large fiery thrust in place. Commonly used as a combo ender, but has insane reward if landed raw.

  • The more matchlight you have the more it does (Base Damage*Matchlight).


4th Match Flame
ATK~S2
TOL Vanguard4MF.png
Landing this equates to winning the lottery
Landing this equates to winning the lottery
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 glows before unleashing a massive fire slash forward. A high-risk, mediocre reward psyche that is hard to land, and generally not worth going for.

  • Doubles the opponent's current Burn stacks on hit. Useful for achieving funny numbers.

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.


Gameplan


Combos


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