Dual Souls: The Last Bearer/Brandon: Difference between revisions
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[[File:DSTLB_brandon_full.png|thumb|right|320px|<center><font size="3"><b>Let's see what you got!</b></center>]]</font size | [[File:DSTLB_brandon_full.png|thumb|right|320px|<center><font size="3"><b>Let's see what you got!</b></center>]]</font size> | ||
==Story== | ==Story== | ||
Brandon O'Brien is a restless young swordmaster who is constantly after new adventures. For Brandon, life is full of hidden jewels which he feels an urge to discover. His hunger for adventure was never truly understood by anyone around him, and his behavior was mocked various times by people, who chastised his apparent aloofness. | <small>Brandon O'Brien is a restless young swordmaster who is constantly after new adventures. For Brandon, life is full of hidden jewels which he feels an urge to discover. His hunger for adventure was never truly understood by anyone around him, and his behavior was mocked various times by people, who chastised his apparent aloofness.<br> | ||
As a lifelong fan of adventures in medieval fantasy, he decided to take lessons in sword fighting, becoming the best competitor of Manhattan. What nobody ever knew was that ever since his childhood, Brandon heard a voice that told him to search and discover everything around him. It incentivised Brandon to pursue absolute freedom, which let him to push himself beyond his limits and feel like he was able to control his own destiny. Whenever he did what the voice asked, he'd feel an abnormal burst of speed and awareness. He connected this to the voice and feels as it is his reason for living. <br> | |||
One day he learns from Evan, a friend of his who is a historian, that a mysterious power called "Zishin" exists. According to Evan, it grants immortality to its owner, and powers which have limits unknown as of yet. Strangely, from a sudden rift in space, a man arrives and invites Brandon to test his skills against other warriors to obtain the power he seeks. "So, we're gonna go everywhere for this, right? Cool locations, awesome discoveries, that sorta deal?" Observing the man's positive nod, Brandon says, brandishing a wide smile while unsheathing his sword: "Yup, I ain't got anymore questions. Let's rock!" '~ Arcade Mode introduction (paraphrased)'</small> | |||
==Introduction== | ==Introduction== | ||
{| class="wikitable" style="background-color:#EAFFFC; border: 2px solid #400042; cellpadding:5px;" | |||
|In case any of the terms seem unfamiliar, check '''[https://wiki.gbl.gg/w/Dual_Souls:_The_Last_Bearer/Glossary the Glossary page!]''' | |||
|} | |||
Brandon is a little like your typical shoto. He's a well-rounded character with access to some of the best projectiles in the game: they're very safe, usable in combos and can be done in the air. His combo damage is explosive and he constantly builds resources to use in combos.<br> | Brandon is a little like your typical shoto. He's a well-rounded character with access to some of the best projectiles in the game: they're very safe, usable in combos and can be done in the air. His combo damage is explosive and he constantly builds resources to use in combos.<br> | ||
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|cancel= 1 | |cancel= 1 | ||
|startup= 9 | |startup= 9 | ||
|active= | |active= 3 | ||
|advHit= +0 | |advHit= +0 | ||
|advHitCrouch= +2 | |advHitCrouch= +2 | ||
|advGuard= -8 | |advGuard= -8 | ||
|description= | |description= Your farthest reaching normal outside of 5BS, a good alternative to 5BS when you want a faster poke. Very unsafe on guard, but your best meterless anti-air due to air crush property. | ||
}} | }} | ||
}} | }} | ||
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|cancel= 1 | |cancel= 1 | ||
|startup= 14 | |startup= 14 | ||
|active= | |active= 8 | ||
|advHit= -2 | |advHit= -2 | ||
|advHitCrouch= +0 | |advHitCrouch= +0 | ||
|advGuard= -15 | |advGuard= -15 | ||
|description= | |description= Spam this as much as possible. Usually your best poking normal with a good amount of active frames. Canceling this into 24SL controls neutral really well and leaves you positive after. | ||
* Is a Fatal Blow. | * Is a Fatal Blow. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= Moves Brandon slightly forward | |caption= Moves Brandon slightly forward, can be canceled during end frames | ||
|name=Kick | |name=Kick | ||
|input= {{NotationIcon-DSTLB|K}} | |input= {{NotationIcon-DSTLB|K}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage=600 | ||
|guard= | |guard= Mid | ||
|cancel= 1 | |cancel= 1 | ||
|startup= | |startup= 8 | ||
|active= | |active= 5 | ||
|advHit= | |advHit= +6 | ||
|advHitCrouch= | |advHitCrouch= +10 | ||
|advGuard= | |advGuard= -4 | ||
|description= | |description= The forward movement is useful in combos, but too little to make a big difference in neutral. Usually you're looking to hit-confirm this into 236SL or link it after 2PW. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 300 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 5 | ||
|active= | |active= 2 | ||
|advHit= | |advHit= +2 | ||
|advHitCrouch= | |advHitCrouch= +4 | ||
|advGuard= | |advGuard= 0 | ||
|description= | |description= 1 frame slower than 6K, but has more range. An ok poke to help when being pressured. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 250 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 4 | |startup= 4 | ||
|active= | |active= 3 | ||
|advHit= | |advHit= +2 | ||
|advHitCrouch= | |advHitCrouch= +4 | ||
|advGuard= | |advGuard= 0 | ||
|description= | |description= Very good for tick throws, lets you keep pressure against cornered opponents. Can also interrupt offense if you're close. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= Can be canceled during end frames | ||
|name=Crouching Slash | |name=Crouching Slash | ||
|input= {{d|2}}{{NotationIcon-DSTLB|sl}} | |input= {{d|2}}{{NotationIcon-DSTLB|sl}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 600 | ||
|guard= Low | |guard= Low | ||
|cancel= 1 | |cancel= 1 | ||
|startup= 8 | |startup= 8 | ||
|active= | |active= 3 | ||
|advHit= +8 | |advHit= +8 | ||
|advHitCrouch= | |advHitCrouch= +12 | ||
|advGuard= | |advGuard= -8 | ||
|description= | |description= Your main hit confirm tool due to how plus it is on hit. If you're close, you can link into 5K xx 236SL. Could be very dangerous on savvy opponent if they know how negative on guard it is. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 700 (900 2 hits) | ||
|guard= Low | |guard= Low (both hits) | ||
|cancel= | |cancel= Special Cancelable (both hits) | ||
|startup= | |startup= 11 | ||
|active= | |active= 4, 4 | ||
|advHit= | |advHit= -4 (1st hit), +2 | ||
|advHitCrouch= | |advHitCrouch= 0 (1st hit), +2 | ||
|advGuard= | |advGuard= -9 (1st hit), -7 | ||
|description= | |description= Very good range for a low, cancelable BS. Being able to cancel on both hits sets a nice mindgame when combined with 24SL/BS, as well as being a good neutral tool in general. | ||
* Is a Fatal Blow. | * Is a Fatal Blow. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 350 | ||
|guard= Low | |guard= Low | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 7 | ||
|active= | |active= 3 | ||
|advHit= | |advHit= +1 | ||
|advHitCrouch= | |advHitCrouch= +3 | ||
|advGuard= | |advGuard= -3 | ||
|description= | |description= Ok normal for finishing out games since it's his fastest low. Also hits OTG if you want to force stand up. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= Hey! | ||
|name= Jumping Slash | |name= Jumping Slash | ||
|input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|SL}} | |input= {{d|7}}/{{d|8}}/{{d|9}} {{NotationIcon-DSTLB|SL}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 700 | ||
|guard= High | |guard= High | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 7 | ||
|active= | |active= 3 | ||
|advHit= | |advHit= +13 ~ +21 | ||
|advHitCrouch= | |advHitCrouch= +17 ~ +26 | ||
|advGuard= | |advGuard= -1 ~ +7 | ||
|description= | |description= A fine air-to-air due to its priority. | ||
}} | }} | ||
}} | }} | ||
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|image= | |image= | ||
|caption= | |caption= | ||
|name= Jumping | |name= Jumping Big Slash | ||
|input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB| | |input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|BS}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 900 | ||
|guard= High | |guard= High | ||
|cancel= | |cancel= 1 | ||
|startup= | |startup= 11 | ||
|active= | |active= 4 | ||
|advHit= | |advHit= +16 ~ +17 | ||
|advHitCrouch= | |advHitCrouch= +23 ~ +24 | ||
|advGuard= | |advGuard= 0 ~ +2 | ||
|description= | |description= Consistent anti-air due to large horizontal hitbox. | ||
}} | }} | ||
}} | }} | ||
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|image= | |image= | ||
|caption= | |caption= | ||
|name= Jumping | |name= Jumping Kick | ||
|input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB| | |input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|K}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 500 | ||
|guard= High | |guard= High | ||
|cancel= | |cancel= | ||
|startup= | |startup= 5 | ||
|active= | |active= 5 | ||
|advHit= | |advHit= +6 ~ +5 | ||
|advHitCrouch= | |advHitCrouch= +11 | ||
|advGuard= | |advGuard= | ||
|description= | |description= Cancels into air projectiles when Chaos Drive is activated. Great instant overhead at last chance. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption=Low crushes and throw crushes. | ||
|name= Overhead | |name= Overhead | ||
|input= {{d|2}}{{NotationIcon-DSTLB|PW}} | |input= {{d|2}}{{NotationIcon-DSTLB|PW}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 700 | ||
|guard= | |guard= High | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 17 | |startup= 17 | ||
|active= | |active= 3 | ||
|advHit= | |advHit= +8 | ||
|advHitCrouch= | |advHitCrouch= +12 | ||
|advGuard= | |advGuard= -9 | ||
|description= | |description= | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= Phew! | ||
|name= Rush'n Roll | |name= Rush'n Roll | ||
|input= | |input= {{d|7}}/{{d|8}}/{{d|9}}{{NotationIcon-DSTLB|PW}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= | |version= Default | ||
|damage= | |damage= 700 | ||
|guard= Low | |guard= Low | ||
|cancel= 2 | |cancel= 2 | ||
|startup= | |startup= Depends on height (minimum: 43) | ||
|active= | |active= 5 | ||
|advHit= | |advHit= +34 | ||
|advHitCrouch= | |advHitCrouch= +34 | ||
|advGuard= | |advGuard= -12 | ||
|description= | |description= Use this sparingly as it's very slow. Lets you combo into 2K or 236SL, which can lead to an extended combo by spending a Buff Point to juggle with your Blue Power. While in the air, you can cancel this into Power #2 to trip up opponents. | ||
}} | }} | ||
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|version= {{NotationIcon-DSTLB|bs}} | |version= {{NotationIcon-DSTLB|bs}} | ||
|subtitle= Rush'n Slash | |subtitle= Rush'n Slash | ||
|damage= | |damage= 500 | ||
|guard= High | |guard= High | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 30 | ||
|active= | |active= 4 | ||
|advHit= | |advHit= +33 | ||
|advHitCrouch= | |advHitCrouch= +33 | ||
|advGuard= | |advGuard= -13 | ||
|description= | |description= A great combo ender, can create mixups from an power recovered air projectile altering between Rush'n Roll and Rush'n Slash. | ||
}} | }} | ||
}} | }} | ||
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|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Grab | ||
|input= {{NotationIcon-DSTLB|PW}}, {{d|4}}{{NotationIcon-DSTLB|PW}} or {{d|6}}{{NotationIcon-DSTLB|PW}} | |input= {{NotationIcon-DSTLB|PW}}, {{d|4}}{{NotationIcon-DSTLB|PW}} or {{d|6}}{{NotationIcon-DSTLB|PW}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 1200 | ||
|guard= | |guard= Throw | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 8 | |startup= 8 | ||
|active= | |active= 0 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
|advHitCrouch= Knockdown | |advHitCrouch= Knockdown | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|SL}} | |version= {{NotationIcon-DSTLB|SL}} | ||
|damage= | |damage= 1100 | ||
|guard= Mid | |guard= Mid-Mid-Mid | ||
|cancel= 2 | |cancel= 2 | ||
|startup= | |startup= 13 | ||
|active= | |active= 2-2-2 | ||
|advHit= Hard Knockdown | |advHit= Hard Knockdown | ||
|advHitCrouch= Hard Knockdown | |advHitCrouch= Hard Knockdown | ||
|advGuard= | |advGuard= -7 | ||
|description= | |description= | ||
* Due to being Power Cancelable you can combo OTG with Red Power after the knockdown. | * Due to being Power Cancelable you can combo OTG with Red Power after the knockdown. | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|BS}} | |version= {{NotationIcon-DSTLB|BS}} | ||
|damage= | |damage= 1400 | ||
|guard= Mid | |guard= Mid-Mid-Mid-Mid | ||
|cancel = Power Cancelable up to third hit | |cancel = Power Cancelable up to third hit | ||
|startup= | |startup= 16 | ||
|active= | |active= 2-2-2-2 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
|advHitCrouch= Knockdown | |advHitCrouch= Knockdown | ||
|advGuard= | |advGuard= -11 | ||
|description= | |description= | ||
* Allows you to cancel into Upper Sonic Slash or Rocket Kick up to the third hit. | * Allows you to cancel into Upper Sonic Slash or Rocket Kick up to the third hit. | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|SL}} | |version= {{NotationIcon-DSTLB|SL}} | ||
|damage= | |damage= 1000 | ||
|guard= Mid | |guard= Mid-Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 8 | |startup= 8 | ||
|active= | |active= 4-4 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
|advHitCrouch= Knockdown | |advHitCrouch= Knockdown | ||
|advGuard= | |advGuard= -12 | ||
|description= | |description= | ||
* Has a Power Recovery window before second hit. | * Has a Power Recovery window before second hit. | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|BS}} | |version= {{NotationIcon-DSTLB|BS}} | ||
|damage= | |damage= 1500 | ||
|guard= Mid | |guard= Mid-Mid-Mid | ||
|cancel = 0 | |cancel = 0 | ||
|startup= | |startup= 13 | ||
|active= | |active= 4-4-4 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
|advHitCrouch= Knockdown | |advHitCrouch= Knockdown | ||
|advGuard= | |advGuard= -17 | ||
|description= | |description= | ||
* Has a Power Recovery window before second hit. | * Has a Power Recovery window before second hit. | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|SL}} | |version= {{NotationIcon-DSTLB|SL}} | ||
|damage= | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
|cancel = 2 | |cancel = 2 | ||
|startup= | |startup= 15 | ||
|active= | |active= 4 | ||
|advHit= | |advHit= +25 ~ +3 | ||
|advHitCrouch= | |advHitCrouch= +23 ~ +7 | ||
|advGuard= | |advGuard= +17 ~ -2 | ||
|description= | |description= | ||
* Travels slower than BS version, indicated by its yellow color. | * Travels slower than BS version, indicated by its yellow color. | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|BS}} | |version= {{NotationIcon-DSTLB|BS}} | ||
|damage= | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 2 | |cancel= 2 | ||
|startup= | |startup= 15 | ||
|active= | |active= 4 | ||
|advHit= | |advHit= +15 ~ +2 | ||
|advHitCrouch= | |advHitCrouch= +18 ~ +7 | ||
|advGuard= | |advGuard= +8 ~ -2 | ||
|description= | |description= | ||
* Travels faster than SL version. | * Travels faster than SL version. | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|image2= | |image2= | ||
|caption2= | |caption2= | ||
|name= Air Magic Arrow | |name= Air Magic Arrow | ||
|input={{d|2}}{{d|4}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | |input= In the air:{{d|2}}{{d|4}}{{NotationIcon-DSTLB|SL}} or {{NotationIcon-DSTLB|BS}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|SL}} | |version= {{NotationIcon-DSTLB|SL}} | ||
|damage= | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
|cancel = 2 | |cancel = 2 | ||
|startup= | |startup= 19 | ||
|active= | |active= 5 | ||
|advHit= | |advHit= +18 ~ 0 | ||
|advHitCrouch= | |advHitCrouch= +20 ~ +6 | ||
|advGuard= | |advGuard= +15 ~ 0 | ||
|description= | |description= | ||
* Travels slower than BS version, and in a steeper angle closer to Brandon. | * Travels slower than BS version, and in a steeper angle closer to Brandon. | ||
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{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|bs}} | |version= {{NotationIcon-DSTLB|bs}} | ||
|damage= | |damage= 600 | ||
|guard= Mid | |guard= Mid | ||
|cancel = 2 | |cancel = 2 | ||
|startup= | |startup= 19 | ||
|active= | |active= 5 | ||
|advHit= | |advHit= +1 ~ 0 | ||
|advHitCrouch= | |advHitCrouch= +20 ~ +6 | ||
|advGuard= | |advGuard= +5 ~ +7 | ||
|description= | |description= | ||
* Travels faster than SL version, and in a wider angle farther from Brandon | * Travels faster than SL version, and in a wider angle farther from Brandon | ||
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|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= | |version= Default | ||
|damage= 800 | |||
|guard= Mid-Mid | |||
|cancel= 2 | |cancel= 2 | ||
|description = Your main corner carry tool. Can cancel into Death Rain | |startup= 15 | ||
|active= 10-4 | |||
|advHit= Knockdown | |||
|advHitCrouch= Knockdown | |||
|advGuard= -21 | |||
|description = Your main corner carry tool. Can cancel into Death Rain for extended guard pressure. | |||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version=+{{NotationIcon-DSTLB|SL}} | |version=+{{NotationIcon-DSTLB|SL}} | ||
|subtitle= Home Run | |subtitle= Home Run | ||
|damage= | |damage= 200 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 9 | ||
|active= | |active= 17 | ||
|advHit= Spinning hit, wall bounce | |advHit= Spinning hit, wall bounce | ||
|advHitCrouch= Spinning hit, wall bounce | |advHitCrouch= Spinning hit, wall bounce | ||
|advGuard= | |advGuard= -19 | ||
|description= Puts the opponent in a spinning hit state. If they hit the wall, they will wall bounce. | |description= Puts the opponent in a spinning hit state. If they hit the wall, they will wall bounce. | ||
* Has a Snap Out window after a certain amount of frames. This usually matters when you're close to the corner, as you effectively have 7 frames to hit them before they can Snap Out. | * Has a Snap Out window after a certain amount of frames. This usually matters when you're close to the corner, as you effectively have 7 frames to hit them before they can Snap Out. | ||
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|version=+{{NotationIcon-DSTLB|pw}} | |version=+{{NotationIcon-DSTLB|pw}} | ||
|subtitle=Rush'n Roll | |subtitle=Rush'n Roll | ||
|damage= | |damage= 700 | ||
|guard= | |guard= Low | ||
|cancel= 2 | |cancel= 2 | ||
|startup= | |startup= 3 | ||
|active= | |active= 16 | ||
|advHit= | |advHit= Hard Knockdown | ||
|advHitCrouch= | |advHitCrouch= Hard Knockdown | ||
|advGuard= | |advGuard= -13 | ||
|description= Will go into Rush'n Roll, letting you extend combos. Comboing into Rush'n Slash will give you access to a hard knockdown. | |description= Will go into Rush'n Roll, letting you extend combos. Comboing into Rush'n Slash will give you access to a hard knockdown. | ||
}} | }} | ||
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|version=+{{NotationIcon-DSTLB|k}} | |version=+{{NotationIcon-DSTLB|k}} | ||
|subtitle= It's On! | |subtitle= It's On! | ||
|damage= | |damage= 200 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 9 | ||
|active= 0 | |active= 0 | ||
|advHit= Spinning hit, wallslide | |advHit= Spinning hit, wallslide | ||
|advHitCrouch= Spinning hit, wallslide | |advHitCrouch= Spinning hit, wallslide | ||
|advGuard= | |advGuard= -6 | ||
|description= Requires a Buff point. Your main combo extension with Buff points. | |description= Requires a Buff point. Your main combo extension with Buff points. | ||
* The opponent flies farther than in Home Run, and when they hit a wall, they will instead suffer a wallslide. | * The opponent flies farther than in Home Run, and when they hit a wall, they will instead suffer a wallslide. | ||
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{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= Escapable Command Grab | ||
|name=Blue Sky | |name=Blue Sky | ||
|input= {{d|2}}{{d|6}}{{NotationIcon-DSTLB|K}} | |input= {{d|2}}{{d|6}}{{NotationIcon-DSTLB|K}} | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 920 | ||
|guard= Throw | |guard= Throw | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 45 | ||
|active= | |active= 0 | ||
|advHit= Throw | |advHit= Throw | ||
|advHitCrouch= Throw | |advHitCrouch= Throw | ||
|advGuard= Throw | |advGuard= Throw | ||
|description= | |description= Brandon moves slightly forward while attempting to grab the opponent. Not very good due to summoning a "grab" hitbox, confusing the game and enabling Escape Chance even if you didn't use this in a combo. If it connects, you can perform Rocket Kick for the sweet corner carry. | ||
}} | }} | ||
}} | }} | ||
Line 598: | Line 612: | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|version= {{NotationIcon-DSTLB|SL}} or{{NotationIcon-DSTLB|BS}} | |version= {{NotationIcon-DSTLB|SL}} or{{NotationIcon-DSTLB|BS}} | ||
|subtitle= Regular | |subtitle= Regular Version | ||
|damage= | |damage= - | ||
|guard= | |guard= Taunt | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 31 | ||
|active= 0 | |active= 0 | ||
|advHit= | |advHit= - | ||
|advHitCrouch= | |advHitCrouch= - | ||
|advGuard= | |advGuard= Whiff | ||
|description= Adds a Buff | |description= Adds a Buff Point. You can have up to 3 stored. The points allow you to juggle into your Blue Powers anywhere and use the It's On! follow-up for Rocket Kick | ||
}} | }} | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|subtitle= Force Break | |version= {{NotationIcon-DSTLB|k}} | ||
|subtitle= Force Break Version | |||
|damage= - | |damage= - | ||
|guard= | |guard= Taunt | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 1 | ||
|active= | |active= 0 | ||
|advHit= - | |advHit= - | ||
|advHitCrouch= - | |advHitCrouch= - | ||
Line 634: | Line 649: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 700 | ||
|guard= | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 12 | |startup= 12 | ||
|active= | |active= 1-7 | ||
|advHit= | |advHit= Knockdown | ||
|advHitCrouch= | |advHitCrouch= Knockdown | ||
|advGuard= | |advGuard= +40 ~ +43 | ||
|description= | |description= Fairly good reversal that catches opponents jumping and often trades in your favor. Can allow for some extended combos, since it enables and keeps juggle states. Using this well forces opponents to respect your wakeup. | ||
}} | }} | ||
}} | }} | ||
Line 655: | Line 670: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 2750 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 8 | |startup= 8 | ||
|active= | |active= 37 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
|advHitCrouch= Knockdown | |advHitCrouch= Knockdown | ||
|advGuard= | |advGuard= -10 | ||
|description= | |description= Great reversal, far reach, favorable combo ender. | ||
}} | }} | ||
}} | }} | ||
Line 675: | Line 690: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 2200 | ||
|guard= High | |guard= High | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= 6 | ||
|active= | |active= 12 | ||
|advHit= Knockdown | |advHit= Knockdown | ||
|advHitCrouch= Knockdown | |advHitCrouch= Knockdown | ||
|advGuard= | |advGuard= +20 ~ +15 ~ +25 | ||
|description= | |description= Can be Tiger Knee'd for immediate version. Good use in combos when you have a Buff Point. | ||
}} | }} | ||
}} | }} | ||
Line 695: | Line 710: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 3830 | ||
|guard= Mid | |guard= Mid | ||
|cancel= 0 | |cancel= 0 | ||
|startup= 2 | |startup= 2 | ||
|active= | |active= 35 | ||
|advHit= Hard Knockdown | |advHit= Hard Knockdown | ||
|advHitCrouch= Hard Knockdown | |advHitCrouch= Hard Knockdown | ||
|advGuard= | |advGuard= -53 | ||
|description= | |description= Great combo ender, wonky reversal, sucks opponent in. | ||
}} | }} | ||
}} | }} | ||
Line 711: | Line 726: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= This will be a blast! | ||
|name=Rush Hour | |name=Rush Hour | ||
|input= {{d|2}}{{d|2}}{{NotationIcon-DSTLB|pw}} or <br> | |input= {{d|2}}{{d|2}}{{NotationIcon-DSTLB|pw}} or <br> | ||
Line 720: | Line 735: | ||
|guard= - | |guard= - | ||
|cancel= 0 | |cancel= 0 | ||
|startup= | |startup= Flash | ||
|active= | |active= Drive Duration | ||
|advHit= - | |advHit= - | ||
|advHitCrouch= - | |advHitCrouch= - | ||
|advGuard= - | |advGuard= - | ||
|description= | |description= Gives Brandon super Sonic speed, makes dashing, walking, and allows him to spam projectiles (they have also been sped up). | ||
}} | }} | ||
}} | }} | ||
Line 738: | Line 753: | ||
|data= | |data= | ||
{{AttackData-DSTLB | {{AttackData-DSTLB | ||
|damage= | |damage= 3500 | ||
|guard= Throw | |guard= Throw | ||
|cancel= 0 | |cancel= 0 | ||
Line 770: | Line 785: | ||
===Basic=== | ===Basic=== | ||
* 2SL, 2SL, 26SL | |||
Damage: 2070 | |||
* 2PW, 2SL, 2SL, 46SL | |||
Damage: 2659 | |||
* 2SL, 2SL, 26SL (Power Recovery), 26SL | |||
Damage: 2420 | |||
* 2PW, 5K, 5SL xx 24K > SL, [6SL] or [6K] | |||
Damage: 2915 | |||
===Advanced=== | ===Advanced=== | ||
* 2SL, 5K xx 46SL(Power Recovery) xx 24K > PW > BS | |||
Damage: 2510 | |||
* 2PW, 5K, 5SL xx 24SL (Power Recovery), 2PW, 5K, 5SL xx 46BS{3 hits} xx 24K > SL, [6SL] or [6K] Corner Only | |||
Damage: 4840 | |||
===Bread And Butter=== | |||
===Buff Point Combos=== | |||
===Situational=== | ===Situational=== | ||
====After Stun Combos==== | ====*After Stun Combos*==== | ||
<p> | <p> | ||
</p> | </p> | ||
====Counterhit Combos==== | ====*Counterhit Combos*==== | ||
<p> | <p> | ||
</p> | </p> | ||
====Fatal Blow Combos==== | ====*Fatal Blow Combos*==== | ||
<p> | <p> | ||
</p> | </p> | ||
==Mixups== | |||
==Strategy== | ==Strategy== | ||
Latest revision as of 14:44, 24 July 2022
Story
Brandon O'Brien is a restless young swordmaster who is constantly after new adventures. For Brandon, life is full of hidden jewels which he feels an urge to discover. His hunger for adventure was never truly understood by anyone around him, and his behavior was mocked various times by people, who chastised his apparent aloofness.
As a lifelong fan of adventures in medieval fantasy, he decided to take lessons in sword fighting, becoming the best competitor of Manhattan. What nobody ever knew was that ever since his childhood, Brandon heard a voice that told him to search and discover everything around him. It incentivised Brandon to pursue absolute freedom, which let him to push himself beyond his limits and feel like he was able to control his own destiny. Whenever he did what the voice asked, he'd feel an abnormal burst of speed and awareness. He connected this to the voice and feels as it is his reason for living.
One day he learns from Evan, a friend of his who is a historian, that a mysterious power called "Zishin" exists. According to Evan, it grants immortality to its owner, and powers which have limits unknown as of yet. Strangely, from a sudden rift in space, a man arrives and invites Brandon to test his skills against other warriors to obtain the power he seeks. "So, we're gonna go everywhere for this, right? Cool locations, awesome discoveries, that sorta deal?" Observing the man's positive nod, Brandon says, brandishing a wide smile while unsheathing his sword: "Yup, I ain't got anymore questions. Let's rock!" '~ Arcade Mode introduction (paraphrased)'
Introduction
In case any of the terms seem unfamiliar, check the Glossary page! |
Brandon is a little like your typical shoto. He's a well-rounded character with access to some of the best projectiles in the game: they're very safe, usable in combos and can be done in the air. His combo damage is explosive and he constantly builds resources to use in combos.
He has generally good offensive options and is able to create pressure in neutral with projectiles, 5BS and 2BS.
He's fairly resource intensive, as he needs Recovery Points and meter to maintain pressure. Most of his special moves will move him forward, which lets him easily corner opponents.
His defense is a little weak, as outside of his Red Power, he has no specials faster than 8 frames, no meterless reversals and his meter options are slower than average. Also, his mixup game isn't so tricky, as he doesn't have many gimmicks to mess with his opponents. To compensate, the reward for a successful mix is usually very high.
Playing Brandon correctly lets you have an answer for every situation in the game, but failing to do so will highlight his biggest weakness: he's very punishable on almost everything. Because of this, Brandon is often considered a very good beginner character, but becomes harder to play at higher levels.
Character Stats
Health | Universal Overhead Startup | Meditation Charge | Default Chaos Drive Duration |
---|---|---|---|
10000 | 17 Frames | 10% per second | 9 seconds |
Strengths | Weaknesses |
---|---|
|
|
Moves
Standing Normals
Crouching Normals
Jumping Normals
Universal Mechanics
Specials
Powers
Chaos Drive
Ultimate
Combos
Combo Notation Guide: |
---|
|
Note: Whenever you want to perform a Rocket Kick follow-up, hold the next button to execute it as early as possible. Ex: 236+K, hold SL.
You may begin these combos with a jumping big slash.
Basic
- 2SL, 2SL, 26SL
Damage: 2070
- 2PW, 2SL, 2SL, 46SL
Damage: 2659
- 2SL, 2SL, 26SL (Power Recovery), 26SL
Damage: 2420
- 2PW, 5K, 5SL xx 24K > SL, [6SL] or [6K]
Damage: 2915
Advanced
- 2SL, 5K xx 46SL(Power Recovery) xx 24K > PW > BS
Damage: 2510
- 2PW, 5K, 5SL xx 24SL (Power Recovery), 2PW, 5K, 5SL xx 46BS{3 hits} xx 24K > SL, [6SL] or [6K] Corner Only
Damage: 4840
Bread And Butter
Buff Point Combos
Situational
*After Stun Combos*
*Counterhit Combos*
*Fatal Blow Combos*