Twinkle Star Sprites/Load Ran/Dark Ran: Difference between revisions

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| align="center" colspan="2" |[[File:TSS_LoadRan.png|center|frameless|350px]]
| align="center" colspan="2" |[[File:TSS_LoadRan.png|center|frameless|350px]]
|-
|-
| '''Speed''' || 2 Stars
| '''Attack Rating''' || ★★★☆☆
|-
|-
| '''Shot''' || 2 Stars
| '''Defense Rating''' || ★★☆☆☆
|}
|}


Line 14: Line 14:


==Gameplay Overview==
==Gameplay Overview==
One of the fastest characters of the game and also has some of the best defense because of it. Her high speed can be hard to control, but once you learn how to control her movement, she can be impossible to hit.
TBD


{{ProConTable
{{ProConTable
|pros=  
|pros=  
*'''Speed''': Load Ran is a pretty fast character to control, even at competitive skill level.
*'''Easy to Use''': Ran is a character that's easy to use, and can be a strong character even at high level.
 
*'''EX/Bosses are good''': Ran's EX and Boss are both pretty decent, so she has multiple ways she can use meter well
*'''Good Charge Attack''': Load Ran has one of the best Charge Attacks in the game.
*'''Solid for a "Ryu" character''': She's the main character, but she's not exactly average.  
 
*'''Good EX Attack''': Load Ran has one of the game's best EX attacks to exist, and it is very useful.
 
|cons=  
|cons=  
*'''Bomb Animation is Unsafe''': Her Bomb Animations leaves her with less invul time to move around than other characters.
*'''Worst Bomb''': Ran has an extra animation when using her bomb, so she has less invul time to reposition after a bomb
*'''charge is a little slow''': idk she doesn't have alot of glaring cons. I had to put something up here
}}


*'''Hard to Control''': Her speed is a double edged sword, while she's one of the fastest, she can also be hard to control. Making minor adjustments during bullet hell moments can be harder than normal.
==Move List==


*'''Her Dark Counterpart Is Just A Palette Swap''': Dark Ran plays exactly the same as Load Ran and is only really a palette change.
===Basic Attacks===
}}
 
==Normals==
===Standing===
{{MoveData
{{MoveData
|image=DKG_kazuya_5LP.png
|image=TSS_LoadRan_Shot.png
|caption=
|caption=
|input=5LP
|name= Basic shot
|name=
|input= A
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
  |damage=3
  |speed=6 ppf
  |stun=32
  |damage=1
  |startup=2
  |startup=
  |active=4
  |active=
|recovery=5
  |description=
|hitAdv=+4
Load Ran's basic shot. 2 Lines shoot from in front of her. about as wide as her character sprite
|blockAdv=+2
|guard=HL
|cancel=N
|invuln=
|juggle=Reset
|description=Standard mashable jab. Prone to being low profiled, limiting its usefulness.<br>
Crouched by Wulong, Liza.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=DKG_kazuya_nLP.png
|image=TSS_LoadRan_Shot_Weak.png
|caption=
|caption=
|input=n.5LP
|name= Weakened Basic shot
|name=
|input= A
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
  |damage=3
  |speed=4ppf
  |stun=32
  |damage=1
  |startup=2
  |startup=
  |active=4
  |active=
|recovery=5
  |description=
|hitAdv=+4
Load Ran's basic shot, but 1 line instead of the 2
|blockAdv=+2
|guard=HL
|cancel=Y
|invuln=
|juggle=Reset
|description=Same as above, but the hitbox is slightly higher.<br>
Crouched by Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Lihua, Liza, J. McCoy, Marco, Azteca.<br>
Max activation range is 66px
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=DKG_kazuya_5MP.png
|image=TSS_LoadRan_Charge.png
|caption=
|caption=
|input=5MP
|name= Charge Attack
|name=
|input= Hold A
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
  |damage=10
  |speed=?
|stun=64
  |damage=2/8/10
|startup=4
  | chargetime=65 frames
|active=4
  |description=
|recovery=8
A giant blue light comet that shoots in one direction. A strong, fairly wide charge attack that is good for killing bosses and reflecting fireballs. Its only weaknesses are that it takes a little long to charge, and that you have to connect on its center to do a significant amount of damage.
|hitAdv=+6
|blockAdv=+4
|guard=HL
|cancel=N
|invuln=
|juggle=Reset
|description=Fine ground poke, has good disjoint but pretty lame range.<br>
Crouched by Liza (crouch blocks it).
}}
}}
{{MoveData
|image=DKG_kazuya_nMP.png
|caption=
|input=n.5MP
|name=
|data=
{{AttackData-DKG
  |damage=10
|stun=32
|startup=2
|active=2
|recovery=14
|hitAdv=+2
|blockAdv=±0
|guard=HL
|cancel=Y
|invuln=
|juggle=Reset
|description=Kazuya does a sideways chop. Generally outclassed by n.5LK and n.5MK, but it might catch people jumping.<br>
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.<br>
Max activation range is 77px
}}
}}
{{MoveData
|image=DKG_kazuya_5HP.png
|caption=
|input=5HP
|name=
|data=
{{AttackData-DKG
|damage=14
|stun=128
|startup=4
|active=8
  |recovery=16
|hitAdv=-2
|blockAdv=-4
|guard=HL
|cancel=N
|invuln=
|juggle=Reset
  |description=This has disjoint which is rare for a standing HP. Quick startup makes it a great anti-air for lower angles and a decent committal counter-poke. It can also be low profiled by some crouching pokes.<br>
Crouched by Wulong, Liza.
}}
}}
{{MoveData
|image=DKG_kazuya_n5HP.png
|image2=DKG_kazuya_n5HP2.png
|caption=
|input=n.5HP
|name=
|data=
{{AttackData-DKG
|damage=8+4(5)
|stun=128+32
|startup=6
|active=2+8
|recovery=12
|hitAdv=+2
|blockAdv=±0
|guard=HL
|cancel=Y/N
|invuln=
|juggle=Reset (x2)
|description=A 2-hit punch that's pretty outclassed by n.5MK (better frames and cancellable for ground use) and f.5HP (gives you a reset instead of a KD on anti-air). Chances are you should only see this on accident.<br>
Crouched by Wulong, Liza.<br>
Max activation range is 66px
}}
}}
{{MoveData
|image=DKG_kazuya_5LK.png
|caption=
|input=5LK
|name=
|data=
{{AttackData-DKG
|damage=3
|stun=32
|startup=4
|active=4
|recovery=4
|hitAdv=+5
|blockAdv=+3
|guard=HL
|cancel=N
|invuln=
|juggle=Reset
|description=Kazuya leans back and kicks, mashable and pretty disjoined. Rarely comes out to contact due to n.5LK's large activation range, which is the normal you want for combos/pressure.
}}
}}
{{MoveData
|image=DKG_kazuya_nLK.png
|caption=
|input=n.5LK
|name=
|data=
{{AttackData-DKG
|damage=4
|stun=32
|startup=3
|active=3
|recovery=4
|hitAdv=+6
|blockAdv=+4
|guard=HL
  |cancel=Y
|invuln=
|juggle=Reset
|description=Kazuya does a knee that's chainable and stupid plus. Link it into 2MK xx Genroudan, and apply liberally in pressure. By far his best light and arguably his best button up close.<br>
Max activation range is 78px 
}}
}}
{{MoveData
|image=DKG_kazuya_5MK.png
|caption=
|input=5MK
|name=
|data=
{{AttackData-DKG
|damage=10
|stun=32
|startup=5
|active=6
|recovery=8
|hitAdv=+4
|blockAdv=+2
|guard=HL
|cancel=N
|invuln=
|juggle=Reset
|description=Kazuya does a funny-looking kick. This is his farthest reaching disjointed normal, only outranged by 2MK and 2HK. It's not all too rewarding, though.<br>
Crouched by Liza (crouch blocks it).
}}
}}
{{MoveData
|image=DKG_kazuya_nMK.png
|caption=
|input=n.5MK
|name=
|data=
{{AttackData-DKG
|damage=11
|stun=32
|startup=4
|active=5
|recovery=6
|hitAdv=+7
|blockAdv=+5
|guard=HL
|cancel=Y
|invuln=
|juggle=Reset
|description=A good meaty and all-purpose close normal. It's more active and vertical than n.5LK with a somewhat shitty grab OS, all in return for not being self-chainable.<br>
Max activation range is 78px 
}}
}}
{{MoveData
|image=DKG_kazuya_5HK.png
|image2=DKG_kazuya_5HK2.png
|caption=
|input=5HK
|name=
|data=
{{AttackData-DKG
|damage=15*
|stun=128
|startup=6
|active=3/3
|recovery=16
|hitAdv=±0
|blockAdv=-2
|guard=HL
|cancel=N
|invuln=
|juggle=Reset
|description=Your standard shoto standing HK. Can be used as an emergency anti-air - the more vertical close version helps with this. Don't even try to make this work as a poke. Usually won't hit for the first part, since n.5HK will activate, so it's usually +3/+1.<br>
Crouched by Kazuya, Barts (crouch blocks it), Gekkou, Wulong, Liza, Lihua, J. McCoy, Marco, Azteca.
}}
}}
{{MoveData
|image=DKG_kazuya_n5HK.png
|image2=DKG_kazuya_n5HK2.png
|caption=
|input=n.5HK
|name=
|data=
{{AttackData-DKG
|damage=9+3(4)
|stun=128+32
|startup=5
|active=6+2
|recovery=15
|hitAdv=+5
|blockAdv=+3
|guard=HL
|cancel=N
|invuln=
|juggle=Reset (x2)
|description=Kazuya does an axe kick, see above. No reason to press this vs a grounded opponent whatsoever.<br>
Crouched by Liza (crouch blocks it).<br>
Max activation range is 78px 
}}
}}
{{MoveData
|image=DKG_kazuya_6HK.png
|image2=DKG_kazuya_6HK2.png
|caption=
|input=6HK
|name=Rolling Kick
|data=
{{AttackData-DKG
|damage=4+7(9)
|stun=32+96
|startup=6
|active=5+5
|recovery=26
|hitAdv=-9
|blockAdv=-11
|guard=HL
|cancel=N
|invuln=
|juggle=Reset (x2)
|description=Would you use Ryu's rush punch to close distance if it had twice the recovery and awful frames? No? Well that's what we have here, unfortunately. It's nice that Kazuya has something like this to extend his normal range, but the absurd recovery means you have to be  careful with it. At absolutely perfect spacing it's -5 on hit for fucks sake. It's a funny vertical anti-air, though good luck actually capitalizing on the reset.
  }}
  }}
}}
}}


===Crouching===
{{MoveData
|image=DKG_kazuya_2LP.png
|caption=
|input=2LP
|name=
|data=
{{AttackData-DKG
|damage=3
|stun=32
|startup=2
|active=6
|recovery=4
|hitAdv=+3
|blockAdv=+1
|guard=HL
|cancel=Y
|invuln=
|juggle=Reset
|description=Generic low jab that's outclassed by n.5LK and 2LK for a variety of reasons, including their chaining into each other.
}}
}}
{{MoveData
|image=DKG_kazuya_2MP.png
|caption=
|input=2MP
|name=
|data=
{{AttackData-DKG
|damage=9
|stun=32
|startup=3
|active=4
|recovery=6
|hitAdv=+8
|blockAdv=+6
|guard=HL
|cancel=Y
|invuln=
|juggle=Reset
|description=Crouching punch of plus frames. Makes an easier link than n.5LK into 2MK xx Genroudan. Slightly better range too, obviously not self-chaining though. A solid button, applicable at slightly farther out than n.LK's advantages tend to shine.
}}
}}
{{MoveData
|image=DKG_kazuya_2HP.png
|image2=DKG_kazuya_2HP2.png
|caption=
|input=2HP
|name=
|data=
{{AttackData-DKG
|damage=14
|stun=128
|startup=4
|active=3/8
|recovery=15
|hitAdv=-4
|blockAdv=-6
|guard=HL
|cancel=Y/N
|invuln=
|juggle=Reset
|description=Pretty good vertical anti-air normal. The first active part is cancellable, allowing for hilarious things like Gasaigeki for a reset into whatever if you AA with it. Or you could combo into THE Dankuuga.
}}
}}
{{MoveData
{{MoveData
|image=DKG_kazuya_2LK.png
|image=TSS_LoadRan_Bomb.png
|caption=
|name= Bomb Attack
|input=2LK
|input= B
|name=
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
  |damage=3
  |damage=12
|stun=32
  |startup=1
  |startup=1
  |active=6
  |active=10
|recovery=4
  |description=
|hitAdv=+3
Load Rans and throws in a star that damages everything on screen.
|blockAdv=+1
|guard=L
|cancel=Y
|invuln=
|juggle=Reset
|description=Kazuya's fastest normal, the generic low short. Does everything you'd want this button to do and more, even confirming into a BnB from close range due to its self-chain into n.5LK.
}}
}}
{{MoveData
|image=DKG_kazuya_2MK.png
|caption=
|input=2MK
|name=
|data=
{{AttackData-DKG
|damage=10
|stun=64
|startup=4
|active=6
|recovery=8
|hitAdv=+4
|blockAdv=+2
|guard=L
|cancel=Y
|invuln=
|juggle=Reset
  |description=One of Kazuya's most useful normals. It hits low and low profiles while being his farthest reaching cancellable normal besides sweep, and always combos into Genroudan or DM, even at max range. You can link into it from n.LK, n.MK, or 2MP.
}}
}}
{{MoveData
|image=DKG_kazuya_2HK.png
|caption=
|input=2HK
|name=
|data=
{{AttackData-DKG
|damage=14
|stun=96
|startup=5
|active=5
|recovery=23
|hitAdv=KD
|blockAdv=-8
|guard=L
|cancel=Y
|invuln=
|juggle=KD
|description=Kazuya's sweep is notably long and good for ending combos or for catching divekicks (trip guard). Sucks on block but you can cancel it into fireball or Gasaigeki to make it safer. Or DM for a really goofy frametrap.  
  }}
  }}
}}
}}


===Jumping===
==Special Attacks==
{{MoveData
 
|image=DKG_kazuya_jLP.png
|caption=neutral jump is identical
|input=j.LP
|name=
|data=
{{AttackData-DKG
|damage=4
|stun=32
|startup=2
|active=Until landing
|recovery=
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=A jumping jab. Good air-to-air that pulls Kazuya's hurtbox back.
}}
}}
{{MoveData
|image=DKG_kazuya_jMP.png
|caption=neutral jump is identical
|input=j.MP
|name=
|data=
{{AttackData-DKG
|damage=11
|stun=64
|startup=4
|active=18
|recovery=6
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=Almost identical range to j.LP but worse hurtbox and not active forever.
}}
}}
{{MoveData
|image=DKG_kazuya_jHP.png
|caption=neutral jump is identical
|input=j.HP
|name=
|data=
{{AttackData-DKG
|damage=15
|stun=128
|startup=6
|active=8
|recovery=6
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=Big punch that reaches far below Kazuya, making for a fantastic jump-in. Your go-to for juggles since it deals more stun than j.HK.
}}
}}
{{MoveData
{{MoveData
|image=DKG_kazuya_j9LK.png
|image=TSS_LoadRan_EX.png
|caption=
|caption=
|input=j.LK
|name= EX Attack
|name=
|input=  
|data=
|data=
  {{AttackData-DKG
  {{AttackData-DF
  |damage=4
  |damage=3
|stun=32
  |startup=20
|startup=2
  |active=--
|active=Until landing
  |description=
|recovery=
A rabicat comes and fires at the opponent in an arc path. Explodes when it stops. This can be almost impossible to dodge at high speeds/combos.
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=It might not look like it, but this jumping knee is Kazuya's most reliable crossup.
}}
}}
{{MoveData
|image=DKG_kazuya_j8LK.png
|caption=
|input=j8.LK
|name=
|data=
{{AttackData-DKG
|damage=4
|stun=32
  |startup=2
  |active=Until landing
|recovery=
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=Kazuya sticks his leg up. Good defensive button.
}}
}}
{{MoveData
|image=DKG_kazuya_j9MK.png
|caption=
|input=j.MK
|name=
|data=
{{AttackData-DKG
|damage=11
|stun=32
|startup=4
|active=18
|recovery=6
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=Solid hitbox, but it's outclassed by either of j.LK for easier crossups or j.HK for damage. 
}}
}}
{{MoveData
|image=DKG_kazuya_j8MK.png
|caption=
|input=j8.MK
|name=
|data=
{{AttackData-DKG
|damage=11
|stun=64
|startup=4
|active=18
|recovery=6
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
  |description=Kazuya sticks his leg out. Hitbox isn't great, use j8.LK - or j8.HK if you're confident - on defense.
}}
}}
{{MoveData
|image=DKG_kazuya_j9HK.png
|caption=
|input=j.HK
|name=
|data=
{{AttackData-DKG
|damage=15
|stun=64
|startup=6
|active=8
|recovery=6
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=Kazuya's big all-purpose button, though it's finicky to cross up with. Good for smacking people for throwing fireballs if you predict and jump, not wanting to risk a blocked Genroudan.
  }}
  }}
}}
}}
===Boss===
{| class="wikitable"  margin-left: 10px;"
|-
! align="center" colspan="2" | Super Rabicat
|-
| align="center" colspan="2" |[[File:TSS_LoadRan_Boss.png|center|frameless|300px]]
|-
| '''Health''' || 22 HP
|}
{{MoveData
{{MoveData
|image=DKG_kazuya_j8HK.png
|image=TSS_Schmitt_DL.png
|caption=
|caption=Twinbee stings back
|input=j8.HK
|name= Body Ram
|name=
|input= A->w->E
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
  |damage=15
  |speed
|stun=128
  |damage= 3 hearts
|startup=6
  |startup= 0
|active=8
  |active= --
|recovery=6
|hitAdv=
|blockAdv=
|guard=H
|cancel=Y
|invuln=
|juggle=Reset
|description=Kazuya kicks while facing away. The long-reaching hitbox is harder to contest from below than above. [https://youtu.be/FgCKmD8RiFE?t=5266 This button will cause people to tilt].
}}
}}
{{MoveData
|image=DKG_kazuya_j2KKK.png
|caption=
|input=j.2LK+MK+HK
|name=Dive Kick
|data=
{{AttackData-DKG
  |damage=14
|stun=64
  |startup=12
  |active=20
|recovery=1 landing[https://wiki.gbl.gg/w/Dan-Ku-Ga/Mechanics#Landing_Frames *]
|hitAdv=KD
|blockAdv=Varies
|guard=H
|cancel=
|invuln=
|juggle=KD
|description=Divekick. Exactly what it says on the tin. It starts up reasonably fast and descends quickly at a 45° angle. A useful part of his kit, though easily anti-aired if you get predictable.
}}
}}


==Throws==
  |description=The boss attacks by dropping it's butt directly from the top of the screen. Can die isntantly if you're able lower of its HP before it receovers from the attack.
{{MoveData
|image=DKG_kazuya_MPthrow.png
|image2=DKG_kazuya_MPthrow2.png
|caption=Max range 50px
|input=4/6MP/HP
|name=Shoulder Toss
|data=
{{AttackData-DKG
|damage=17
|stun=16
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|invuln=
|juggle=KD
  |description=Kazuya tosses you to the opposite side of the screen. It loses momentum completely and doesn't OS with any anti-airs so you probably don't want to use this.
}}
}}
{{MoveData
|image=DKG_kazuya_MKthrow.png
|image2=DKG_kazuya_MKthrow2.png
|caption=Max range 48px
|caption2=ORA ORA ORA
|input=4/6MK
|name=Sandal Strike
|data=
{{AttackData-DKG
|damage=2*8 (16 max)
|stun=0
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|invuln=
|juggle=KD
|description=Hilarious mashable throw that does poor damage, but they stay on the same side.
}}
}}
{{MoveData
|image=DKG_kazuya_MPthrow.png
|image2=DKG_kazuya_HKthrow2.png
|caption=Max range 50px
|input=4/6HK
|name=Back Breaker
|data=
{{AttackData-DKG
|damage=17
|stun=16
|startup=
|active=
|recovery=
|hitAdv=
|blockAdv=
|guard=
|cancel=
|invuln=
|juggle=KD
|description=What is that animation? Switches sides, but recovers almost immediately for very good oki.  
  }}
  }}
}}
}}


==Special Moves==
{{MoveData
{{MoveData
|image=DKG_kazuya_236p.png
|image=TSS_Schmitt_BB.png
|image2=DKG_kazuya_236hp.png
|caption=  
|caption=LP/MP Fireball
|name= Star Spread
|caption2=HP Fireball
|input= W->A->W->E
|input=236P
|name=Ko'oh Ken
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
|version=LP
  |damage=3
  |damage=10*
  |startup=8
|stun=160
  |active=16
  |startup=11
  |active=1
|recovery=28
|hitAdv=-1
|blockAdv=-3
|guard=HL
|cancel=
|invuln=
|juggle=Reset
  |description=
  |description=
}}
The Rabicat moves in nearly a full circle, and while it is halfway through the circle, it lifts its butt and fires a five-way star spread with a stray star immediately following. The spread's center is always focused on your current position.
{{AttackData-DKG
|version=MP
|header=no
|damage=10*
|stun=160
|startup=11
|active=1
|recovery=28
|hitAdv=-1
|blockAdv=-3
|guard=HL
|cancel=
|invuln=
|juggle=Reset
|description=
}}
{{AttackData-DKG
|version=HP
|header=no
|damage=12*
|stun=160
|startup=11
|active=1
|recovery=28
|hitAdv=-1
|blockAdv=-3
|guard=HL
|cancel=
|invuln=
|juggle=Reset
|description=The normal fireball with stupidly low recovery. The heavier the button, the faster the fireball. The heavy fireball has a unique graphic and a larger hitbox than the other two.<br>
Kazuya's gameplan revolves around fireball, rounded out with tools his great DP and AA normals, as well as Genroudan or super to follow it in. All versions are susceptible to low profiles, especially Kazuya's own 214P. If they land on it, you can juggle 236P into another 236P, but this is a timing mixup that can be avoided - sometimes punished - by divekicks.<br>
Keep in mind if someone jumps over your fireball, you can't throw another until it leaves the screen entirely, [https://clips.twitch.tv/SpeedyFurryKiwiStinkyCheese-eTMLhLbsLCfBL7od shown here.]
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=DKG_kazuya_623k.png
|image=TSS_Schmitt_Spray.png
|image2=DKG_kazuya_623k2.png
|name= Carrot Barrage
|caption=[https://twitter.com/robinemimimmi/status/1319853966365110272 I'm Fucking crazy <br> But I am...free]
|input= W->A->E
|caption2=
|input=623K
|name=Dankuuga
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
|version=LK
  |damage=3
  |damage=16/8
  |startup=20
|stun=192/64
  |active=180
  |startup=2
  |active=4(2)12
|recovery=15+6 landing
|hitAdv=KD
|blockAdv=-19
|guard=HL
|cancel=
|invuln=1-6F
|juggle=KD
  |description=
  |description=
}}
Rabicat moves to one wall, then shoots carrots down vertically while strafing to the opposite side. You can slip through the carrots if you're careful, but it's a high risk, low reward move. (do it)
{{AttackData-DKG
|version=MK
|header=no
|damage=16+6(8)
|stun=192+64
|startup=2
|active=4(2)18
|recovery=22+6 landing
|hitAdv=KD
|blockAdv=-30
|guard=HL
|cancel=
|invuln=1-6F
|juggle=Y,KD
|description=
}}
{{AttackData-DKG
|version=HK
|header=no
|damage=16+6(8)
|stun=192+64
|startup=2
|active=4(2)24
|recovery=28+6 landing
|hitAdv=KD
|blockAdv=-42
|guard=HL
|cancel=
|invuln=1-6F
|juggle=Y,KD
|description=The titular DP. The LK version will knock down on first hit despite having two hitboxes, while MK and HK go higher and will juggle the first hit into the second for a massive total of 256 stun.<br>
An incredible reversal and solid anti-air, though notably quite vulnerable in its second hitbox. Light Dankuuga can even be tricky to punish for certain characters if well spaced. Don't go too nuts with it, though... it's not exactly a Super Turbo DP.
}}
}}
{{MoveData
|image=DKG_kazuya_214p.png
|image2=DKG_kazuya_214p2.png
|image3=DKG_kazuya_214p3.png
|caption=
|caption2=
|caption3=
|input=214P/2146P*
|name=Genroudan
|data=
{{AttackData-DKG
|version=LP
|damage=5+8(11)+3(5)
|stun=32+128+48
|startup=6
|active=10+2+16
|recovery=11+4 landing
|hitAdv=KD
|blockAdv=-13/-11
|guard=HL
|cancel=
|invuln=1-6F
|juggle=Y,Y,KD
|description=
}}
{{AttackData-DKG
|version=MP
|header=no
|damage=5+8(11)+3(5)
|stun=32+128+48
|startup=6
|active=20+2+16
|recovery=11+4 landing
|hitAdv=KD
|blockAdv=-13/-11
|guard=HL
|cancel=
|invuln=1-6F
|juggle=Y,Y,KD
|description=
}}
{{AttackData-DKG
|version=HP
|header=no
|damage=5+8(11)+3(5)
|stun=32+128+48
|startup=6
|active=30+2+16
|recovery=11+4 landing
|hitAdv=KD
|blockAdv=-13/-11
|guard=HL
|cancel=
|invuln=1-6F
|juggle=Y,Y,KD
|description=Grand Viper before Sol Badguy. Kazuya rushes forward a certain distance according to the button pressed - about halfscreen for LP, 3/4 screen for MP, fullscreen for HP - then follows up with an uppercut. He will follow up automatically when the rush hitbox makes contact no matter the button pressed or distance traveled.<br>
Invulnerable on startup but not while active, though it still low profiles like hell which is a large part of its use. It's also your go-to confirm move for its reach. More easily punishable than it looks at first glance.<br>
Though you can execute this with 214P, it will overlap with Gasaigeki's input; if you input 2146P, you will always get Genroudan and not Gasaigeki.<br>
Frame advantage on block is based on the 2nd/3rd hits.<br>
Standing 3 hits: Kazuya, Liza, J. McCoy, Boggy, Azteca<br>
Standing 2 hits: Barts, Gekkou, Wulong, Lihua, Marco, Gonzales<br>
Crouching 2 hits: Everyone - Boggy and Wulong will block 3 hits if the switch from crouching to standing.
}}
{{AttackData-DKG
|version=Close(All)
|header=no
|damage=11+4(5)
|stun=128+48
|startup=1~4
|active=2+16
|recovery=11+4 landing
|hitAdv=KD
|blockAdv=-13
|guard=HL
|cancel=
|invuln=1~4F
|juggle=Y,KD
|description=Note that when started from close enough, you'll skip the first hitbox entirely and varying amounts of the move's startup with it. You're still only invincible before hitboxes are out.
}}
}}
{{MoveData
|image=DKG_kazuya_j214p.png
|image2=DKG_kazuya_j214p2.png
|caption=
|caption2=
|input=j.214P
|name=Shiten Kongouha
|data=
{{AttackData-DKG
|version=All
|damage=11+4(5)
|stun=128+48
|startup=0
|active=2+16
|recovery=Varies (15 minimum) +1 landing[https://wiki.gbl.gg/w/Dan-Ku-Ga/Mechanics#Landing_Frames *]
|hitAdv=KD
|blockAdv=Varies (-12 at best)
|guard=HL
|cancel=
|invuln=
|juggle=Y,KD
|description=The Air DP, rounding out his total number of uppercuts to 3. No invulnerability, but it's active on the first frame and halts Kazuya's air momentum, making it a very unique and useful evasive tool. Somewhat useful for air-to-airing or escaping certain air resets, can also be performed out of a backdash if you really want to.<br>
Air normals can be canceled into this. You can juggle if you manage to only connect the first hit. This basically sets itself up if you land a j.HP from high up against Kazuya, Wulong, Lihua, J.McCoy, Marco, Gonzales, but it's also possible to space it since the second hit has less hortizontal reach.<br>
Recovery and advantage are based off the fastest backdash (21454P).
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=DKG_kazuya_624p.png
|image=TSS_Schmitt_Spray.png
|image2=DKG_kazuya_624p2.png
|name= Dual Bunny Bombs
|image3=DKG_kazuya_624p3.png
|input= W->A->E
|caption=
|caption2=
|caption3=
|input=63214P
|name=Gasaigeki
|data=
|data=
  {{AttackData-DKG
  {{AttackData-TSS
|version=LP
  |damage=3  
  |damage=5+13(17)
  |startup=20
|stun=32+192
  |active=180
|startup=16
|active=4/4+15
|recovery=8
|hitAdv=KD
|blockAdv=-3
|guard=H
|cancel=
|invuln=
|juggle=Y
|description=
}}
{{AttackData-DKG
|version=MP
|header=no
|damage=5+13(17)
|stun=32+192
  |startup=28
  |active=4/4+10
|recovery=10
|hitAdv=KD
|blockAdv=±0
|guard=H
|cancel=
|invuln=
|juggle=Y
  |description=
  |description=
}}
The boss circles around the stage, then drops two bunnies toward your position.  
{{AttackData-DKG
|version=HP
|header=no
|damage=5+13(17)
|stun=32+192
|startup=40
|active=4/4+5
|recovery=12
|hitAdv=KD
|blockAdv=+3
|guard=H
|cancel=
|invuln=
|juggle=Y
|description=Kazuya does some forward flips into an overhead punch. This grants you a generous juggle state on hit, opening up funny loops and guaranteed stun in the corner. While the LP version a hitbox on frame 17, it won't contact a crouching opponent until frame 25 at earliest. It can be hard to punish, with the HP version being +3 on block. It's easy to react and blow it up with an invulnerable move, though.<br>
The various hitboxes can be a little confusing, but the first two are considered one hit. This move will only really hit twice as an anti-air, unless it's the heavy version, where the second hit starts late enough in the arc that it'll hit twice on grounded opponents.
  }}
}}
===Desperation===
{{MoveData
|image=DKG_kazuya_super.png
|caption=ORAAAAAAAAA
|input=412343MP+HP
|name=Gen'ei Koroudan
|data=
{{AttackData-DKG
|damage=33
|stun=0
|startup=4
|active=until stopped by wall/edge/opponent
|recovery=20
|hitAdv=KD
|blockAdv=-1
|guard=HL
|cancel=
|invuln=
|juggle=KD
|description=Kazuya does a massive tiger-powered uppercut, one of the best supers in the game. It can be comboed into reliably from midscreen Gasaigeki or 2MK (4123MK43MP+HP is a handy input trick when confirming from n.LK or 2MP). Like Genroudan, it can be used to low profile or to follow in a fireball. The main difference here is that unlike Genroudan, the uppercut followup only comes out on hit, otherwise he simply stops short on block with massive pushback and blockstun, thus the whole thing is completely safe on block against anyone not named Lihua. Most easily punishable if you whiff into the corner. The other difference is that the hitbox kinda sucks, it can be crushed by disjointed normals and is extremely finicky (though still usable) to catch landings. This move has an odd quirk whereby it seemingly can't trade; when two Kazuyas super into each other Player 1 will always simply hit Player 2.
  }}
  }}
}}
}}
==Combos==
===Midscreen===
*2LP (x2-3) xx 2146P <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|QEYNY6TD-hk}}</div>
*2LK n.5LK or n.5LK n.5MK/2MP or n.5MK/2MP(x2) 2HK <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video examples" data-collapsetext="hide video examples">{{#ev:youtube|cDskl13AQ5M}} {{#ev:youtube|Fb2SW2--HRQ}}</div>
:: In general n.5MK/2MP(x2) only works point-blank.
:: Note that n.5LK n.5MK/2MP 2HK requires microwalk against Azteca, other options push too far. Does the same damage as n.5MK 2MK xx 214HP, but gives less frame advantage on knockdown.
*2HP xx 623MK/HK <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|XhAxlh569Bw}}</div>
*2LK n.5LK 2MK xx 2146HP/412343MP+HP <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|0f1keZccSuU}}</div>
*n.5LK n.5MK/2MP 2MK xx 2146HP/412343MP+HP <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|UGHZ_zATMyg}}</div>
:: Requires microwalk against Azteca.
:: You actually do less damage with n.5LK n.5MK 2MK xx 214HP than n.5MK 2MK xx 214HP, but n.5LK is a frame faster and there's no chance you accidentally throw.
*j.HP 2HP xx 623MK/HK <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|mGJjlCfJRjE}}</div>
:: Stuns Gekkou, Liza, and Marco
*63214P 623MK/HK/2146P/412343MP+HP <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video examples" data-collapsetext="hide video examples">{{#ev:youtube|gDkm1RgBg3U}} {{#ev:youtube|heYJF8Nf93g}} {{#ev:youtube|mJt5rtwU4_o}}</div>
*63214P j.HP xx j.214P <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|gjqCA8fOCFU}}</div>
*63214P 2HP xx 623MK/HK <br> <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|m_u27H321s0}}</div>
:: Guaranteed to stun all characters except Wulong, Lihua, Gonzales, and Azteca. CAN stun Lihua but the timing is tight, possibly frame perfect.
===Wall Break===
*63214P j.214P(1) 2HP xx 623HK
:: Stuns everyone, somewhat difficult
===Corner only===
*63214P [j.214P(1)]x4
:: Stuns everyone, pretty easy to loop j.214P(1). Requires 1 extra j.214P or 623MK/HK to stun Gonzales.
*63214P [j.214P(1)]x5 j.HP xx j.214P or 2HP xx 623MK/HK
:: Redizzy on 512 stun and below if ending with j.HP xx j.214P, on everyone but Gonzales with 2HP xx 623MK/HK (hard).


==Strategy==
==Strategy==
Post Genroudan setplay is simple enough. After landing 214P, whiff 5LP, jump forward and divekick, then meaty 2MK on landing. Changes sides depending on divekick timing.<br>
[https://clips.twitch.tv/AmazingMoistCaterpillarPicoMause-whynuYNlW4EI7Cwg Video example.]
===Genroudan Punishes===
[https://twitter.com/zarism1/status/1331612960570159106 Examples of punishes against 214P on block].
Kazuya: walk 2HK, 214P, 412343MP+HP (not shown)
Barts: walk 2HK (not shown), 6HP, 6HK, [4]6LP/MP
Gekkou: 2HP
Wulong: 2HK (walk if 3 hits)
Lihua: 6HK, 2146P
Liza: walk 5HK, walk 2HK (not shown), [2]8LP/MP
J. McCoy: 3HK, [4]6MP/HP, [4]6K, [4]64P
Boggy: 2HP, walk 2HK, 2147K
Marco: 2HK, PPP
Gonzales: walk 5HK (doesn't work on 3 hits)
Azteca: 6HK, 2146P (not shown)
===Gasaigeki Resets===
Most characters can mash light or medium buttons to beat the second Gasaigeki, but they might trade depending on spacing. Heavy buttons are slightly too slow to work.
*Midscreen 63214LP, n.5HP/2HP xx 63214LP...<br>
:: You can get 1 loop into j.HP xx j.214P or 2 loops into 6HK to stun Kazuya... more info needed
*corner 63214LP, n.5MK/n.5HP/2MK xx 63214LP...
:: Can repeat up to 5 times before it'll knock down. End with n.5HP/2HP xx 623HK. Choose n.5MK, 2MK, and n.5HP for about the same, a little, and a lot of stun respectively. Otherwise, n.5HP will stun in 3 or 4 loops for most characters.
===Guard Cancel options===
Kazuya has two fantastic reversals in 623K and 214P. You generally want to use 623MK/HK to interrupt blockstrings and 214MP/HP for punishes, as the former does more damage and the latter has much more range.<br>
In some situations, Kazuya can also use his Desperation to punish moves like 214P in the mirror.
[https://streamable.com/25nzob Kazuya punishing 2HK xx 236P with 214P in the mirror]
===Matchups===
WIP


====J. McCoy====
How Should someone play as Schmitt? [NEEDS EDITS]
You can use 623K to interrupt [4]6P on block.


{{Navbox-TSS}}
{{Navbox-TSS}}

Latest revision as of 15:38, 30 May 2024

Load Ran
TSS LoadRan.png
Attack Rating ★★★☆☆
Defense Rating ★★☆☆☆

Story

Load Ran is an girl that uses her broom to fly and fight. She has a counterpart named Dark Ran and she plays the same as her and is only a palette change.

Gameplay Overview

TBD


Strengths Weaknesses
  • Easy to Use: Ran is a character that's easy to use, and can be a strong character even at high level.
  • EX/Bosses are good: Ran's EX and Boss are both pretty decent, so she has multiple ways she can use meter well
  • Solid for a "Ryu" character: She's the main character, but she's not exactly average.
  • Worst Bomb: Ran has an extra animation when using her bomb, so she has less invul time to reposition after a bomb
  • charge is a little slow: idk she doesn't have alot of glaring cons. I had to put something up here

Move List

Basic Attacks

Basic shot
A
TSS LoadRan Shot.png
Speed Damage Startup Active Charge Time
6 ppf 1 - - -

Load Ran's basic shot. 2 Lines shoot from in front of her. about as wide as her character sprite

Weakened Basic shot
A
TSS LoadRan Shot Weak.png
Speed Damage Startup Active Charge Time
4ppf 1 - - -

Load Ran's basic shot, but 1 line instead of the 2

Charge Attack
Hold A
TSS LoadRan Charge.png
Speed Damage Startup Active Charge Time
? 2/8/10 - - 65 frames

A giant blue light comet that shoots in one direction. A strong, fairly wide charge attack that is good for killing bosses and reflecting fireballs. Its only weaknesses are that it takes a little long to charge, and that you have to connect on its center to do a significant amount of damage.

Bomb Attack
B
TSS LoadRan Bomb.png
Speed Damage Startup Active Charge Time
- 12 1 10 -

Load Rans and throws in a star that damages everything on screen.

Special Attacks

EX Attack
TSS LoadRan EX.png
Damage Startup Active FAF Adv on Hit Adv on Block
3 20 -- - - -

A rabicat comes and fires at the opponent in an arc path. Explodes when it stops. This can be almost impossible to dodge at high speeds/combos.

Boss

Super Rabicat
TSS LoadRan Boss.png
Health 22 HP
Body Ram
A->w->E
TSS Schmitt DL.png
Twinbee stings back
Twinbee stings back
Speed Damage Startup Active Charge Time
- 3 hearts 0 -- -

The boss attacks by dropping it's butt directly from the top of the screen. Can die isntantly if you're able lower of its HP before it receovers from the attack.

Star Spread
W->A->W->E
TSS Schmitt BB.png
Speed Damage Startup Active Charge Time
- 3 8 16 -

The Rabicat moves in nearly a full circle, and while it is halfway through the circle, it lifts its butt and fires a five-way star spread with a stray star immediately following. The spread's center is always focused on your current position.

Carrot Barrage
W->A->E
TSS Schmitt Spray.png
Speed Damage Startup Active Charge Time
- 3 20 180 -

Rabicat moves to one wall, then shoots carrots down vertically while strafing to the opposite side. You can slip through the carrots if you're careful, but it's a high risk, low reward move. (do it)

Dual Bunny Bombs
W->A->E
TSS Schmitt Spray.png
Speed Damage Startup Active Charge Time
- 3 20 180 -

The boss circles around the stage, then drops two bunnies toward your position.

Strategy

How Should someone play as Schmitt? [NEEDS EDITS]


General
System Mechanics
Controls
Glossary
FAQ
Formations
Characters
Arthur Schmitt
Griffon
Kim
Load Ran/Dark Ran
Macky & Pentell
Nanja Monja
Really Till
Sprites
Tinker & Linker
Yan Yang
Banned Characters
Mevious
Memory