Spectral vs Generation/Earth: Difference between revisions
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'''Likes''': A pure world<br> | '''Likes''': A pure world<br> | ||
'''Dislikes''': An evil world | '''Dislikes''': An evil world | ||
== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | |||
| intro = {{SUBPAGENAME}} is SVG’s grappler. Boasting explosive damage, plenty of mixups and a punish heavy playstyle. His power to adapt during the match and dish out tons of damage is what gives him the biggest comeback potential in the game. That said, earth may take some time to get used to, as he relies heavily on reads, conditioning and MU specific info/tech. | |||
Earth is | '''Earth is the grappler of SVG, boasting high damage utilizing highly commital reads''' | ||
| pros= | |||
* '''Powerful Vortex''': Earth has access to very strong damage with little meter usage thanks to most of his command grabs being comboable, alongside strong command grab set-ups that leads to hard knockdowns. On oki, he has meaty cl. C that cannot be parried and forces your opponent to respect your strong mixup options, and all of them ends up in a hard knockdown, which means you get to do it again! | |||
* '''Omnipotent God''': Should all go to plan, Earth boasts strong and consistent damage that can easily do more than half his opponent's HP with little to no meter, depending on if they're midscreen on in the corner. This makes Earth very potent in snowballing and even comebacks. | |||
| cons= | |||
* '''Holy Gods Only''': All of Earth's options are extremely commital and very punishable on whiff, as most of his options requires SOT-cancels to be safe, meaning that Earth needs to make several good guesses across the match against a cast with several unfair characters, and his grabs are his only real good mixup options. As such, Earth relies on intensely strong reads in a game where most of the cast can just brute force their way in. | |||
* '''System Mechanics Hater''': Low Parries have an interesting property of being completely immune to all types of throws in this game. This works against everyone in the cast, but Earth has a big disatvantage against this because of his commital gameplan. | |||
* '''Defense Woes''': Only 2 consistent defensive options (Guard Cancel and 214214A/B/C), a very slow and awkward air dash, sluggish and very telegraphed teleport, a non-invincible anti-air special (623A/B/C), and very poor air-to-air capabilities. Earth usually has to let his opponent approach him and do their pressure before he himself can start his gameplan. | |||
}} | |||
* | |||
*All of Earth's options are | |||
* | |||
* | |||
==Normals== | ==Normals== | ||
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|name=5D | |name=5D | ||
|image=SVG_Earth_Far5D.png | |image=SVG_Earth_Far5D.png | ||
|caption=where you backdashing, son? | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Earth slides a long distance and does a low kick | | description = Earth slides a long distance and does a low kick. Startup can be canceled into any special, super or dust, which lets you close some distance and grab unsuspecting opponents. Beware of mashing. | ||
}} | }} | ||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Earth's fastest normal and is present in most combos<br>destroys crossups because of its speed and angle | | description = Earth's fastest normal and is present in most combos<br>destroys crossups because of its speed and angle<br>has a weird range where you can get the close normal, but it will still whiff | ||
}} | }} | ||
}} | }} | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = 3 fast punches<br>is mostly a (mediocre) anti-air since it's hard to hit a grounded opponent with it | | description = 3 fast punches<br>is mostly a (mediocre) anti-air since it's hard to hit a grounded opponent with it. You will die if you whiff this. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
===Jumping Normals=== | ===Jumping Normals=== | ||
{{MoveData | {{MoveData | ||
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| advBlock = | | advBlock = | ||
| description = Air kick that knocks down aerial opponents | | description = Air kick that knocks down aerial opponents | ||
}} | |||
}} | |||
{{MoveData | |||
|name= j.2X | |||
|image=Earth2x.png | |||
|caption= Akuma wishes he was this cool | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Hard to punish, slow start up divekick(divepunch?) that gives HKD. Does a brutal amount of damage to the opponents guard bar. Easy to react to if expected, so don't spam this. | |||
}} | }} | ||
}} | }} | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = 2B only hits once instead of three times | | description = 2B only hits once instead of three times. 5A and 2A push the opponent to far back for this to connect. | ||
}} | }} | ||
}} | }} | ||
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|image=SVG_Earth_236ABC1.png | |image=SVG_Earth_236ABC1.png | ||
|input=236A/B/C | |input=236A/B/C | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = 30 | | version = A | ||
| damage = 30 | |||
| guard = Mid | |||
| cancel = Heavenly Light, Super | |||
| startup = 15 | |||
| advHit = | |||
| advBlock = | |||
| description = advancing elbow attack<br>startup and distance traveled depend on button used | |||
}} | |||
{{AttackData-SVG | |||
| version = B | |||
| damage = 33 | |||
| guard = Mid | |||
| cancel = Heavenly Light, Super | |||
| startup = 17 | |||
| advHit = | |||
| advBlock = | |||
| description = advancing elbow attack<br>startup and distance traveled depend on button used | |||
}} | |||
{{AttackData-SVG | |||
| version = C | |||
| damage = 35 | |||
| guard = Mid | | guard = Mid | ||
| cancel = Heavenly Light, Super | | cancel = Heavenly Light, Super | ||
| startup = | | startup = 19 | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| version = A | |||
| damage = 43 | |||
| guard = Grab | |||
| cancel = level 3 | |||
| startup = 22 | |||
| advHit = | |||
| advBlock = | |||
| description = Earth's main command grab and his only way to use his level 3 super<br>Button determines distance only as damage will always stay at 43. Only grabs at the end of the dash<br>can be dodged with a low parry or jumped | |||
}} | |||
{{AttackData-SVG | |||
| version = B | |||
| damage = 43 | | damage = 43 | ||
| guard = Grab | | guard = Grab | ||
| cancel = level 3 | | cancel = level 3 | ||
| startup = | | startup = 27 | ||
| advHit = | |||
| advBlock = | |||
| description = Earth's main command grab and his only way to use his level 3 super<br>Button determines distance only as damage will always stay at 43. Only grabs at the end of the dash<br>can be dodged with a low parry or jumped | |||
}} | |||
{{AttackData-SVG | |||
| version = C | |||
| damage = 43 | |||
| guard = Grab | |||
| cancel = level 3 | |||
| startup = 32 | |||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = A lot | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Earth’s level 3 is the best in the game. With the only drawback being it can only be done after a 214 command grab.<br>However that can also be beneficial since it means the 3 bars of meter will only be consumed on hit and can never be wasted. it | | description = Earth’s level 3 is the best in the game. With the only drawback being it can only be done after a 214 command grab.<br>However that can also be beneficial since it means the 3 bars of meter will only be consumed on hit and can never be wasted. it scales, but unscaled it deals ~70% damage.<br>Essentially, earth has an ultra safe Akuma raging demon that deals 70%, only consumes meter on hit, and can be accessed with one mix up<br>If you're struggling with getting it out, press the buttons slowly and try to time D to be right before/during the last slam of the command grab. | ||
}} | }} | ||
}} | }} | ||
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Earth is free to fend himself off from afar with his 5B and 2C, and to an extent guard his space with J.C, but if the enemy catches you lacking in the corner, you're a goner. Earth CANNOT handle being pressured. He needs to be the one conditioning the opponent at all times or else he's fundamentally lost the match. His aggressive play is definitely the way to go here. In burst, he'll become even scarier. In this state you're going to want to try everything in your power to tick grab the opponent with 214x at odd times as it confirms into his extremely good Level 3,and given that he has a variety of true guard breaking strings in this form it shouldn't be too difficult of a task to complete. | Earth is free to fend himself off from afar with his 5B and 2C, and to an extent guard his space with J.C, but if the enemy catches you lacking in the corner, you're a goner. Earth CANNOT handle being pressured. He needs to be the one conditioning the opponent at all times or else he's fundamentally lost the match. His aggressive play is definitely the way to go here. In burst, he'll become even scarier. In this state you're going to want to try everything in your power to tick grab the opponent with 214x at odd times as it confirms into his extremely good Level 3,and given that he has a variety of true guard breaking strings in this form it shouldn't be too difficult of a task to complete. | ||
===Neutral=== | |||
===Offence (On Hit)=== | |||
====HKD OKI==== see close 5.C | |||
===Offence (On Block)=== | |||
===Defense=== either pray, or guard cancel. | |||
==Combos== | ==Combos== | ||
===Chain Combos=== | ===Chain Combos=== |
Latest revision as of 15:09, 11 April 2024
Earth | |
---|---|
Health | 500 |
Pre-Jump Frames | 4 |
Play Style | Grappler |
Dash Type | Run |
Character Background
Race: Holy God
Motivation: To discover if the world should be ended or not
Weapon: Evil Spear Alpha Beld
Likes: A pure world
Dislikes: An evil world
Gameplay Overview
Earth is SVG’s grappler. Boasting explosive damage, plenty of mixups and a punish heavy playstyle. His power to adapt during the match and dish out tons of damage is what gives him the biggest comeback potential in the game. That said, earth may take some time to get used to, as he relies heavily on reads, conditioning and MU specific info/tech. Earth is the grappler of SVG, boasting high damage utilizing highly commital reads |
|
Pros | Cons |
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Normals
Far Standing Normals
5A
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5B
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5C i was too far and tried Cl.5C i was too far and tried Cl.5C
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5D where you backdashing, son? where you backdashing, son?
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Close Standing Normals
cl.5B
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cl.5C get used to this sprite get used to this sprite
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cl.5D
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Crouching Normals
2A
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2B
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2C yes, it's that long yes, it's that long
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2D
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Jumping Normals
j.A
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j.B the projectile the projectile
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j.C
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j.D
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j.2X Akuma wishes he was this cool Akuma wishes he was this cool
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Chain Specific Normals
5B/2B > 5C
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far 5D ~> D bonk bonk
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2A -> 2B
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Throws
A+D Forward Throw the 3rd coolest throw in the game the 3rd coolest throw in the game
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B+D Back Throw the 4th coolest throw in the game the 4th coolest throw in the game
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Sword Series Slash (Dust)
5B+C
Standing SSS |
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2B+C
Low SSS |
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Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Special Moves
God Cleansing
236A/B/C |
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Heavenly Light
God Cleansing ~> 2D |
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God Raging Claws
214A/B/C |
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Holy Explosion Fist
41236D |
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Dimensional Warp
Holy Explosion Fist ~> 236A/B/C |
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Funeral Procession
623A/B/C |
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Wings of Flight
22A/B/C/D |
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Super Moves
Level 1 Supers
Final Judgment 236236A/B/C aww look at that cute little punch :3 aww look at that cute little punch :3 AYO MY MAN CHILL! AYO MY MAN CHILL!
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Heaven and Earth Switch 214214A/B/C Overcosted for that Pot Buster range Overcosted for that Pot Buster range Heaven and Earth Switch ~> 214A/B/C Heaven and Earth Switch ~> 214A/B/C Heaven and Earth Switch ~> 214A/B/C ~> 623A/B/C Heaven and Earth Switch ~> 214A/B/C ~> 623A/B/C
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Level 3 Super
Condemnation God Raging Claws ~> A->B->C->D Uh oh Uh oh you're dead you're dead Drabon ball Z Drabon ball Z
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Strategy
Being the Grappler of the game, Earth's gameplan heavily consists of creating fear within the opponent at close range, even if only for a miniscule period of time, so he can eventually throw them to the floor and restart his vortex of grabs. As Earth, you'll want do anything for an HKD. One knockdown can mean a guessing game for the enemy that lasts forever and luckily his combos and normals compliment his gameplan to a great extent. His okizeme is very vital to his pressure as it safely covers his options on the opponent's wakeup, not allowing the opponent to move, only to force them to guess what you're going to do next, usually being his 41236D, 236x, 214x or cl.5B. He even has a fair share of anti-airs to get the opponent in his tick zone aswell.
Earth is free to fend himself off from afar with his 5B and 2C, and to an extent guard his space with J.C, but if the enemy catches you lacking in the corner, you're a goner. Earth CANNOT handle being pressured. He needs to be the one conditioning the opponent at all times or else he's fundamentally lost the match. His aggressive play is definitely the way to go here. In burst, he'll become even scarier. In this state you're going to want to try everything in your power to tick grab the opponent with 214x at odd times as it confirms into his extremely good Level 3,and given that he has a variety of true guard breaking strings in this form it shouldn't be too difficult of a task to complete.
Neutral
Offence (On Hit)
====HKD OKI==== see close 5.C
Offence (On Block)
===Defense=== either pray, or guard cancel.
Combos
Chain Combos
Basic Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
jC > 5A > 5B > 214A | |||||
jC > 5A > 5B > 236A > 2D | |||||
jC > cl.C > 236C > 2D | Harder to time compared to 5A > 5B but gives more damage. | ||||
(Corner Only) 9C > 5A > 5B > 5C > 623C | |||||
1 Bar BnB | |||||
jC > 5A > 5B > 236A > 2D SOT > B+C (AAABBBCCDD > 236D) | Returns 1.3 meter after finishing the combo. | ||||
jC > 5A > 5B > 236A > 2D SOT > 623C | Does more damage than the dust combo but returns less meter. | ||||
jC > cl.C > 236236B > 8B OTG | Does slightly more damage than the last combo and gives a HKD. | ||||
214-214C > 214C > 623C | |||||
jC > 5A > 5B > 236A > 2D SOT > 5D > 5B > 623C | Big one bar damage.. requires proper timing to land midscreen. | ||||
(Corner Only) 214-214C > 214C > 5C > B+C (AAABBBCCDD > 236D) | Space yourself out so you get far 5C instead of cl.C. | ||||
(Corner Only) jC > 5A > 5B > 236A > 2D SOT > 5C > B+C (AAABBBCCDD > 236D) | Space yourself out so you get far 5C instead of cl.C. | ||||
2 Bar BnB | |||||
jC > 5A > 5B > 236A > 2D (SOT) > 5D > 5B > 236236A > 8B (OTG) | Big damage + okizeme | ||||
(Corner Only) 214-214C > 214C > 5C > 236B > 2D (SOT) > 5C > B+C (AAABBBCCCDD > 236D) | Returns about 1.5 meter after finishing the combo. | ||||
3 Bar BnB | |||||
jC > 5A > 5B > 214A > ABCD | Easy burst damage + HKD. Use to kill since you will deplete all of your meter. | ||||
Burst BnB | |||||
(Corner Only) jC > cl.C > 236C > 2D (SOT) > 236C > 2D (SOT) > Burst 236C > 2D (SOT) >
5C > 236C > 2D (SOT) > 5C > 236C > 2D (SOT) > 5C > B+C (AAABBBCCCDD > 236D) |
Requires a 1 bar burst. Returns 1.2 meter after finishing the combo. |