Lancer abuses his long range to safely open up opponents. Has an upper body invincible command dash (214X) that allows him to get around and get big punishes on characters attempting to zone. He has consistent high damage and is a potent threat vs the entire cast thanks to the versatility his tools give him.
{{ProConTable|width=100
|pros=
* An outstanding set of long range normals that allows him to outspace opponents and get conversions further than most of the cast.
* Strong mixup options from long range including a high/low 50/50 (j.236B/2C).
* Great defensive options including an EX DP (623C), Very fast and safe abare option (5A), and a low-profiling slide (2A).
* Fantastic anti-zoning with 214X low profile dash that can lead to a punish on certain projectiles.
|cons=
* Lancer's pressure is quite weak leaving him negative off of stance cancels (5C, 214X~D) and his mix-ups being massively unsafe.
* Lancer's optimal routes are quite hard and if are dropped will always leave you open for a massive punish.
* Does not have any projectile of any sort to perform unscale supers.
}}
}}
}}
== Introduction ==
==Notes==
Lancer abuses his long range to safely open up opponents. Has an upper body invincible command dash (214X) that allows him to get around and get big punishes on characters attempting to zone. He has consistent high damage and is a potent threat vs the entire cast thanks to the versatility his tools give him.
* '''Full Mana Activation Ability:''' For the duration, Lancer only needs 100% mana to use Magic Burst while in hitstun.
<br clear=all>
== Normals==
== Normals==
Line 640:
Line 657:
===Midscreen===
===Midscreen===
''Starter Combo | 1861DMG''
''Starter Combo | 1861DMG - ([https://youtu.be/_xuMYFF2XpM Video Demonstration])''
* 5B > 2C > 6C > jump(9)> j.B > j.C > j.236C
* 5B > 2C > 6C > jump(9)> j.B > j.C > j.236C
:: A very basic combo. This is just to get your feet wet but move away from this combo when you can. Works in the corner.
:: A very basic combo. This is just to get your feet wet but move away from this combo when you can. Works in the corner.
''Standard Combo | 3138DMG''
''Standard Combo | 3138DMG - ([https://youtu.be/L2liY-zxU08 Video Demonstration])''
:: A combo from a string into grounded 5C. When doing pressure you don't want to go into 2C so this confirm is good if you want to apply safe pressure with 5C > 214A~D. If you confirm the hit, go into 21A~A. Works in the corner.
:: A combo from a string into grounded 5C. When doing pressure you don't want to go into 2C so this confirm is good if you want to apply safe pressure with 5C > 214A~D. If you confirm the hit, go into 21A~A. Works in the corner.
Line 665:
Line 682:
'''RC Extension After 623C'''
'''RC Extension After 623C'''
''Standard RC extension''
''Standard RC extension - ([https://youtu.be/47f4__Jlxgs Video Demonstration])''
:: Standard RC extension. Works on everyone except on Berserker. Against him, omit the first 2C. Works in the corner
:: Standard RC extension. Works on everyone except on Berserker. Against him, omit the first 2C. Works in the corner
Latest revision as of 14:25, 2 June 2024
Overview
Overview
Lancer abuses his long range to safely open up opponents. Has an upper body invincible command dash (214X) that allows him to get around and get big punishes on characters attempting to zone. He has consistent high damage and is a potent threat vs the entire cast thanks to the versatility his tools give him.
Strengths
Weaknesses
An outstanding set of long range normals that allows him to outspace opponents and get conversions further than most of the cast.
Strong mixup options from long range including a high/low 50/50 (j.236B/2C).
Great defensive options including an EX DP (623C), Very fast and safe abare option (5A), and a low-profiling slide (2A).
Fantastic anti-zoning with 214X low profile dash that can lead to a punish on certain projectiles.
Lancer's pressure is quite weak leaving him negative off of stance cancels (5C, 214X~D) and his mix-ups being massively unsafe.
Lancer's optimal routes are quite hard and if are dropped will always leave you open for a massive punish.
Does not have any projectile of any sort to perform unscale supers.
Full Mana Activation Ability: For the duration, Lancer only needs 100% mana to use Magic Burst while in hitstun.
Normals
5A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
250
All
N, S, R, A
5
26
19
-1
Lancer jabs his opponent with the butt of his spear.
Proration: 15%
Proration Penalty: 15%
2A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
220
Low
N, S, R, A
9
36
18
-8
Lancer performs a slide kick that travels far forward.
Proration: 19%
Proration Penalty: 19%
5B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
330
All
N, S, R, A
7
36
19
-9
Lancer stabs the opponent with his spear from midrange.
Proration: 15%
2B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
All
N, S, R, A
9
31
12
-9
Lancer stabs upwards at his opponent. Very similar to 5B.
Proration: 15%
5C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
420
All
S, R, A
12
51
21
-17
Lancer slashes at his opponent.
Proration: 10%
2C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
Low
N, R, A
13
51
21
-16
Lancer sweeps his opponent's legs. HUGE range.
Proration: 10%
6C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
450
All
J, R, A
18
51
22
-10
Lancer steps forward and launches his opponent. HUGE range and a very important combo tool.
Proration: 10%
j.A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
270
High
J*, N, S, A
8
24
12
-
Lancer swiftly thrust his spear diagonally downward.
On whiff, Lancer can use another j.A, provided he is still in the air.
Proration: 20%
j.B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
330
High
J*, N, S, A
9
-
16
-
Lancer swiftly thrust his spear forward.
Proration: 15%
j.C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
430
High
S, A
12
-
19
-
Lancer twists and turn, then slam down with his spear in a very wide arc.
Proration: 10%
6A+B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
None
A
4
51
-
-
Lancer lifts his opponent off the ground with his spear before tossing them into a comboable groundbounce.
Proration Penalty: 30%
Specials
Red Branch・Thurisaz 236X
236A / 236B
236A / 236B
236C
236C
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
236A
450
All
U, R, A
10
46
12
-10
236B
750
All
U, R, A
10
66
12~16
-15
236C
750
All
U, R, A
10
71
12~22
-48 to -14
Lancer stabs his opponent repeatedly. The attack button can be mashed for extra hits from followup attacks.
A version attacks straight forward for 3 times.
B version attacks straight forward for 5 hits.
C version attacks diagonally upwards as an anti-air for 5 hits.
The first number in the blockstun is for the starting hits, and the 2nd number is for the last hit.
For the C version, the first number Block Advantage is for the first hit, and the 2nd number is for the last hit.
Each hit deals 150 base damage for every version
The followups is easily punishable by mashing Reflect Guard/Counter. If this attack is blocked, it is ill-adviced to continue.
Proration: 10% for every version
Red Branch・Thurisaz Follow Up Red Branch・Thurisaz → XXX
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
500
All
U, R, A
6
67
1~5
-31 to -22
Lancer continues his barrage of quick stabs.
The first number in Blockstun is for each of the 4 initial hits, and the 2nd number is for the last hit
This move has 1f gap between the 4th and 5th hit. The opponent can use Reflect Guard to counter him without any effort. If they can block any of the hits from 236X, it is ill-advised to use this follow up.
The first number in Block Advantage is assuming the opponent can do something in the 1f gap, and the 2nd number is for the 5th hit.
Performed by pressing any attack button 3 times in quick succession from Red Branch・Thurisaz.
This followup can be repeated for up to 3 times, if you only repeat the attack button thrice in each follow up.
The direction of the spear barrage is the same as the previous 236X
This move has 5 hits dealing 100 base damage each
Depends on your timing, you can repeat this move for up to 3 times
Proration: 10%
Red Branch・Algiz Red Branch・Thurisaz Follow Up → X
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
300
All
U, R, A
11
36
12
-13
Lancer uppercuts with his spear.
Can be Performed by pressing any attack button from the 3rd Red Branch・Thurisaz Follow Up
Can also be Performed by pressing any attack button 10 times in quick succession from either Red Branch・Thurisaz or any Red Branch・Thurisaz Follow Up
On Block, there's a 1f gap between this attack and the previous follow up, making it punishable by Reflect Guard/Counter.
Proration: 10%
Red Branch・Sowilo Red Branch・Algiz → X
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
500
All
R, A
10
51
17
-22
Lancer slams down with his spear.
On block, there's a 2f gap between this attack and the previous follow up, making it easily punishable by Reflect Guard/Counter.
Proration: 10%
Red Branch・Eihwaz 623X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
623A
950
All
J, R, A
7
48
7
-9
This move has 5 hits, the first 4 hits deal 150 base damage each, the last hit of the twirl deals 350 base damage.
623B
1300
All
R, A
7
84
20
-18
This move has 7 hits, the first 5 hits deal 130 base damage each, the last hit of the twirl deals 250 base damage, and the last slash deals 400 base damage
623C
1550
All
R, A
7
71
9
-21
Lancer spins his spear over his head while stepping forward. This is an important combo tool.
This move has 7 hits, dealing 150 base damage for up to 6 times during the twirling and finish with 650 base damage with the slam. The slam also does 50% meter damage
This move has invincibility from frame 1 to 20
Proration: 10% for every version
Cost: 30% meter
Red Branch・Ehwaz 214X
Version
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
214A
-
-
U, R, A
-
31
-
-
214B
-
-
U, R, A
-
41
-
-
214C
-
-
U, R, A
-
51
-
-
Lancer command dashes forward. The distance he travels increases the heavier the button he uses. Each dash has the same 4 follow up options.
Red Branch・Isa Red Branch・Ehwaz → RC
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
0
-
A
21
45
13
-10
Lancer stops dashing.
This attack launches the opponent
Proration: 10%
Red Branch・Kano Red Branch・Ehwaz → A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
400
All
J, R, A
21
45
13
-10
Lancer performs an upward back kick.
This attack launches the opponent up very high and offers a lot of Histun, allowing for strong combo
Proration: 10%
Red Branch・Tyr Red Branch・Ehwaz → B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
650
All
R, A
32
60
15
-12
Lancer uses his spear as launching pole, sends himself flying forward and performs a powerful somersault kick.
This attack crumples on Counter Hit - a very powerful condition for Lancer's combo.
Proration: 10%
Red Branch・Hagal Red Branch・Ehwaz → C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
750
All
R, A
24
60
20
-15
Lancer plants his feet firmly to the ground and perform a powerful thrust with his spear.
Proration: 10%
Red Branch・Uruz j.236X
A
A
B
B
C
C
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
550
High
A
10
-
8
-
Proration: 10%
Supers (WIP)
236236A
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2700 or 3000
Low
-
20 + 0
91
-
-24
Lancer performs a low stab midrange stab. If Lancer can hit his opponent, he will perform his super immediately after the superflash.
This super can be performed while airborne for 3000 damage or while grounded for 2700 damage.
This costs 200 meter.
236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
-
-
-
51 + 41
92
-
-
Lancer engraves runes on the ground, boosting his mana gain by 50% for 1200 frames.
Cannot be used during activation.
It boosts mana gain while Lancer is dealing or receiving damage.
It is only useable once per round.
The effect doesn't carry over to the next round, even if activated at the round's end.
Cost: 100% meter.
j.236236B
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
2000
All
-
10 + 6
35
-
14
Lancer charges up Gae Bolg before throwing it diagonally at the ground.
If it hits a grounded target, it will cause them to slowly collapse to the ground, fully open for a combo
If it hits an airborne target, it will cause them to slowly fall as a soft knock down
This costs 100 meter.
236236C (Grail Super)
Damage
Guard
Cancel
Startup
Total Length
Blockstun
Block Adv
4000
All
-
11 + 5
102
-
-59
Lancer kicks his opponent airborne before throwing Gae Bolg at them.
This attack always does 4000 damage regardless of scaling. It can only be performed after filling the holy grail and activating with 300 meter.
A combo from a string into grounded 5C. When doing pressure you don't want to go into 2C so this confirm is good if you want to apply safe pressure with 5C > 214A~D. If you confirm the hit, go into 21A~A. Works in the corner.
Advanced Combo from Grounded 5C | 3754DMG (or 4884 with RC) - (Video Demonstration)