Theatre of Light/Vanguard: Difference between revisions
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''[[File:TOL_StatusBurn.png|15px]] | * '''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. | ||
* '''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. | ||
* ''' | * '''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. | * '''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 / 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 | * '''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. | ||
|width=70}} | |width=70}} | ||
<p style="clear:right"></p> | <p style="clear:right"></p> | ||
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|image=TOL_VanguardATK.png | |image=TOL_VanguardATK.png | ||
|caption= | |caption= | ||
|image2=TOL_VanguardATK2.png | |||
|name=Law And Order | |name=Law And Order | ||
|input=ATK up to 2 times | |input=ATK up to 2 times | ||
|data= | |data= | ||
{{AttackData-TOL | {{AttackData-TOL | ||
|damage= 2×2 | |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 | * 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. | 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 | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=TOL_VanguardS1.png | |image=TOL_VanguardS1.png | ||
| | |image2=TOL_VanguardS12.png | ||
|caption2=Legally Distinct Stinger | |||
|name=Patrolling | |name=Patrolling | ||
|input=S1 | |input=S1 | ||
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|recovery= 0 | |recovery= 0 | ||
|description= | |description= | ||
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 | |||
* | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=TOL_VanguardS1 2.png | |image=TOL_VanguardS1 2.png | ||
|caption= | |caption= Legally Distinct Million Stab | ||
|name=Stigmatize | |name=Stigmatize | ||
|input=S1 (hold) | |input=S1 (hold) | ||
|data= | |data= | ||
{{AttackData-TOL | {{AttackData-TOL | ||
|damage= | |damage= 1x3 [3] | ||
|lightcost= 1 | |lightcost= 1 (Initial), + 1 Matchlight per repetition | ||
|emolevel= 0 | |emolevel= 0 | ||
|type= | |type= | ||
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|recovery= 0 | |recovery= 0 | ||
|description= | |description= | ||
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_VanguardS2.png | |image=TOL_VanguardS21.png | ||
| | |caption=CRACK OF.. | ||
|image2=TOL_VanguardS2.png | |||
|caption2=6 | |||
|name=Crack Of Dawn | |name=Crack Of Dawn | ||
|input=S2 | |input=S2 | ||
|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 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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=TOL_VanguardSP.png | |image=TOL_VanguardSP.png | ||
|caption= | |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. | ||
* | * 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= | |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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|recovery= 0 | |recovery= 0 | ||
|description= | |description= | ||
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). | *The more matchlight you have the more it does (Base Damage*Matchlight). | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=TOL_Vanguard4MF.png | |image=TOL_Vanguard4MF.png | ||
|caption= | |caption= Landing this equates to winning the lottery | ||
|name=4th Match Flame | |name=4th Match Flame | ||
|input=ATK~S2 | |input=ATK~S2 | ||
|data= | |data= | ||
{{AttackData-TOL | {{AttackData-TOL | ||
|damage= | |damage= 18 [8,10] | ||
|P1= 1 | |P1= 1 | ||
|P2= 1 | |P2= 1 | ||
|lightcost= 4 ( | |lightcost= 4 - Matchlight (Min 1) | ||
|emolevel= 3 | |emolevel= 3 | ||
|type= Melee | |type= Melee | ||
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|recovery= 0 | |recovery= 0 | ||
|description= | |description= | ||
Vanguard | 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. | |||
* | |||
}} | }} | ||
}} | }} | ||
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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. | 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 | |
Archetype: | Rushdown |
Health Defense Multiplier: |
|
Stagger Defense Multiplier: |
|
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.
Move List
Matchlight
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 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 |
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Ignite
ATKx3 at 2+ Matchlight |
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Patrolling
S1 |
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Stigmatize
S1 (hold) |
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Crack Of Dawn
S2 |
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Light Up
SP |
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Psyches
Fiery Strike
S1~S2 |
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4th Match Flame
ATK~S2 |
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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