SCP: Cross Containment/Reptile: Difference between revisions

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{| class="wikitable" style="float:right; max-width:300px; margin-left:20px;"
{| class="wikitable" style="float:right; max-width:300px; margin-left:20px;"
!colspan="2"|SCP:682 "Hard to Destroy Lizard"
|-
|+[[image:htdstats.png]]
|+[[image:htdstats.png]]
|-
!colspan="2"|SCP:682 "Hard to Destroy Lizard"
|-
|-
|'''Object Class''':
|'''Object Class''':
Line 16: Line 16:
|'''Engagement Style''':
|'''Engagement Style''':
|Space control
|Space control
|-
|'''HP''':
|4800
|-
|'''Meter Size''':
|175
|-
|-
|'''Hume''':
|'''Hume''':
|Pressing 5x will cause H.T.D. Lizard to start flying. It can use this to extend combos or escape danger  
|Pressing 5x will cause H.T.D. Lizard to start flying. It can use this to extend combos or escape danger  
|-
|'''Movement Options''':
|Air Dash, Flight, Float, Homing attack
|-
|'''Voice Actor''':
|Godzilla
|-
|-
|}
|}
Line 63: Line 51:
{{MoveData
{{MoveData
|image=
|image=
|caption=
|caption="Shake"
|name=5A
|name=5A
|data=
|data=
Line 76: Line 64:
  |First Hit Juggle Decay=0
  |First Hit Juggle Decay=0
  |Base Juggle Decay=15
  |Base Juggle Decay=15
  |description= Can be chained into itself or 2A on hit or whiff. Your fastest normal, and therefore a good pick for challenging pressure/fast punishes. It's not ideal as a poke, due to whiffing against crouchers at range.
  |description= good combo starter and good at catching opponents
}}
}}
 
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
|image=TFH_Tianhuo_6A.png
|caption=
|name=6A
|data=
{{AttackData-TFH
|damage= 90
|guard=HL
|startup= 12
|active= 4
|recovery= 29
|advHit= -14
|advBlock= -11
|First Hit Juggle Decay=40
|Base Juggle Decay=55
|description= Upper body invulnerable. Can be jump canceled on hit. The slowest 6A in the game, but not a horrible anti air. It's your most vertical anti air, and can be used to trap opponents in blockstun to 236C them afterwards. Otherwise, not that good as a button due to whiffing on crouchers.
}}
}}
 
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=TFH_Tianhuo_5B.png
|caption=
|name=5B
|data=
{{AttackData-TFH
|damage= 80
|guard=HL
|startup= 9
|active= 4
|recovery= 17
|advHit= 2
|advBlock= -4
|First Hit Juggle Decay=-35
|Base Juggle Decay=25
|description= Great poke, punish starter, and combo filler. Can be used as an anti-air.
}}
}}
 
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=TFH_Tianhuo_5C.png
|caption=
|name=5C
|data=
{{AttackData-TFH
|damage=115
|guard=HL
|startup=13
|active=10
|recovery=38
|advHit=0
|advBlock=-6
|First Hit Juggle Decay=-60
|Base Juggle Decay=40
|description=Disjointed, has many active frames, and is +10 when cancelled into flight. Powerful punish starter. Can be made + on block with a proper meaty, and becomes + enough to link after if it hits. Its active frames allow you to dissuade backdashes during pressure with it, though its main appeal is the sweet plus frames when flight cancelled.
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=TFH_Tianhuo_2A.png
|caption=Chomp
|name=2A
|data=
{{AttackData-TFH
|damage=25
|guard=L
|startup=7
|active=5
|recovery=16
|advHit=-2
|advBlock=-4
|First Hit Juggle Decay=0
|Base Juggle Decay=15
|description=Tianhuo's fastest low. It's good for starting pressure and good for catching opponents trying to block high or upback on wakeup.
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=TFH_Tianhuo_2B.png
|caption=Fwoosh
|name=2B
|data=
{{AttackData-TFH
|damage=60
|guard=L
|startup=10
|active=6
|recovery=18
|advHit=0
|advBlock=-6
|First Hit Juggle Decay=-20
|Base Juggle Decay=40
|description=Mid-range disjointed low normal with above-average active frames that also anti-airs. +4 on block when flight cancelled. Extremely good normal.
}}
}}
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=TFH_Tianhuo_2C.png
|caption=
|name=2C
|data=
{{AttackData-TFH
|damage=120
|guard=L
|startup=13
|active=16
|recovery=29
|advHit=KD
|advBlock=-20
|First Hit Juggle Decay=-55
|Base Juggle Decay=45
|description=Low slide that knocks down the opponent on hit. Unsafe on block, and the only safe cancelling option on block is flight. However, if it hits, you cannot follow up after flight cancelling. If you get pushblocked before using this move, your opponent gets a free whiff punish. Overall this isn't really a good normal to be throwing out, due to its difficulty to confirm from and overall unsafeness. Works well in combos, at least.
}}
}}
 
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|image=TFH_Tianhuo_3C.png
|caption=
|name=3C
|data=
{{AttackData-TFH
|damage=125
|guard=HL
|startup=18
|active=6
|recovery=38
|advHit=Launch
|advBlock=-16
|First Hit Juggle Decay=-70
|Base Juggle Decay=30
|description=Standard launcher. Unsafe on block, jump-cancellable on hit.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=TFH_Tianhuo_jA.png
|caption= A shell of its former self.
|name=jA
|data=
{{AttackData-TFH
|damage=40
|guard=H
|startup=6
|active=8
|recovery=10
|advHit=
|advBlock=
|First Hit Juggle Decay=-55
|Base Juggle Decay=60
|description=Quick and active, this normal mostly works best for tickthrows. Its hitstun is lacking, making it tough to combo from, though its short blockstun can mess up opponent pushblock timing.
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=TFH_Tianhuo_jB.png
|caption=
|name=jB
|data=
{{AttackData-TFH
|damage=80
|guard=H
|startup=9
|active=5
|recovery=14
|advHit=
|advBlock=
|First Hit Juggle Decay=-95
|Base Juggle Decay=65
|description=Hits quite far horizontally, though it doesn't hit very far downwards. Works well with instant airdashes in neutral, works well in air-to-air situations, and allows for a quick overhead when used after 4D Firecracker Flip.
}}
}}
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=TFH_Tianhuo_jC.png
|caption=
|name=jC
|data=
{{AttackData-TFH
|damage=115
|guard=H
|startup=13
|active=12
|recovery=6
|advHit=
|advBlock=
|First Hit Juggle Decay=90
|Base Juggle Decay=-110
|description= Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as jB, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from.
}}
}}
==Special Moves==
==Special Moves==
====== <font style="visibility:hidden" size="0">Volcanic _Ash</font> ======
====== <font style="visibility:hidden" size="0">Volcanic _Ash</font> ======
{{MoveData
{{MoveData
|image=TFH_Tianhuo_236A.png
|image=
|caption=Volcanic Ash
|caption=
|image2=TFH_Tianhuo_236B.png
|image2=
|caption2=Volcanic Bash
|caption2=
|image3=TFH_Tianhuo_j236B.png
|image3=
|caption3=Volcanic Bash (Air)
|caption3=
|image4=TFH_Tianhuo_236C.png
|image4=
|caption4=Volcanic Crash
|caption4=
|name=Volcanic X
|name=
|input=236A/B/C <br>Air OK
|input=
|data=
|data=
  {{AttackData-TFH
  {{AttackData-TFH
Line 346: Line 139:
}}
}}


==Throws==
==Throw==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
{{MoveData
|image=TFH_Tianhuo_FT.png
|image=SCPCC HTD 5Y.png
|caption=
|caption=
|name=Forward Throw
|name=Forward Throw
Line 365: Line 158:
  |Base Juggle Decay=
  |Base Juggle Decay=
  |description=Standard throw. Allows for a combo afterwards.
  |description=Standard throw. Allows for a combo afterwards.
}}
}}
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
|image=TFH_Tianhuo_BT.png
|caption=
|name=Back Throw
|input=4B+C
|data=
{{AttackData-TFH
|damage=300
|guard=Throw
|startup=6
|active=1
|recovery=28
|advHit=KD
|advBlock=
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=Identical to forward throw, but in the other direction.
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=TFH_Tianhuo_AT.png
|caption=
|name=Air Throw
|input= j.B+C
|data=
{{AttackData-TFH
|damage=300
|guard=Throw
|startup=8
|active=3
|recovery=13
|advHit=KD
|advBlock=
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=Standard air throw. Allows for a combo afterwards.
  }}
  }}
}}
}}


==Magic==
==Hume==
<!--Insert Magic System information-->
<!--Insert Magic System information-->
Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Each magic stock takes about 5 seconds to generate.
he fly if you impute x and sonic homing attack with 214x


====== <font style="visibility:hidden" size="0">5D</font> ======
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
{{MoveData
|image=TFH_Tianhuo_2D.png
|image=
|caption=2D
|caption=x
|image2=TFH_Tianhuo_3D.png
|input=
|caption2=3D
|image3=TFH_Tianhuo_6D.png
|caption3=6D
|image4=TFH_Tianhuo_8D.png
|caption4=8D
|image5=TFH_Tianhuo_9D.png
|caption5=9D
|name=Firecracker Attack
|input=2/3/6/8/9D <br>Air OK
|data=
|data=
  {{AttackData-TFH
  {{AttackData-SCPCC
  |version=2
  |version=2
|damage=210
  |guard=HL
  |guard=HL
  |startup=16
  |startup=16
Line 436: Line 179:
  |advHit=15
  |advHit=15
  |advBlock=-19
  |advBlock=-19
|First Hit Juggle Decay=-95
|Base Juggle Decay=5
  |description=Moves straight down. Has some crazy crossup setups.
  |description=Moves straight down. Has some crazy crossup setups.
  }}
  }}
  {{AttackData-TFH
}}
|header=no
  {{MoveData
|version=3
|image=
  |damage=210
|caption=214x
|input=
|data=
{{AttackData-SCPCC
  |version=2
  |guard=HL
  |guard=HL
  |startup=16
  |startup=16
  |active=30
  |active=30
  |recovery=12
  |recovery=12
  |advHit=10
  |advHit=15
|advBlock=-20
  |advBlock=-19
|First Hit Juggle Decay=-95
  |description=Moves straight down. Has some crazy crossup setups.
|Base Juggle Decay=5
|description=Moves downwards and forwards, effectively a divekick. Useful in combos.
}}
{{AttackData-TFH
|header=no
|version=6
|damage=210
|guard=HL
|startup=16
|active=16
|recovery=12
|advHit=8
  |advBlock=-13
|First Hit Juggle Decay=-95
|Base Juggle Decay=5
|description= Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into jA if it hits a standing opponent.
}}
{{AttackData-TFH
|header=no
|version=8
|damage=210
|guard=HL
|startup=16
|active=10
|recovery=12
|advHit=3
|advBlock=-15
|First Hit Juggle Decay=-95
|Base Juggle Decay=5
  |description=Moves straight up. Doesn't seem to have much use.
}}
{{AttackData-TFH
|header=no
|version=9
|damage=210
|guard=HL
|startup=16
|active=12
|recovery=12
|advHit=13
|advBlock=-15
|First Hit Juggle Decay=-95
|Base Juggle Decay=5
|description=Moves up and forward. Can be used to cover distance and gain height at surprising speed.
}}
}}
{{MoveData
|image=TFH_Tianhuo_Flip.png
|caption=speen
|name=Firecracker Flip
|input=7/4/1D <br>Air OK
|data=
{{AttackData-TFH
|version=7D
|damage=
|guard=
|startup=0
|active=18
|recovery=28+
|advHit=
|advBlock=
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes.
}}
{{AttackData-TFH
|header=no
|version=4D
|damage=
|guard=
|startup=4
|active=5
|recovery=27+
|advHit=
|advBlock=
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=Similar to 7D, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a jB immediately after this results in an 18f overhead, so remember that this is one of your strongest mixup options.
}}
{{AttackData-TFH
|header=no
|version=1D
|damage=
|guard=
|startup=4
|active=5
|recovery=39+
|advHit=
|advBlock=
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often.
}}
}}
{{MoveData
|image=TFH_Tianhuo_236D.png
|caption=
|name=Volcanic Dash
|input=236D
|data=
{{AttackData-TFH
|damage=
|guard=
|startup=28
|active=
|recovery=
|advHit=
|advBlock=4
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block.
}}
}}
{{MoveData
|image=TFH_Tianhuo_5D.png
|caption=
|name=Flight
|input=5D
|data=
{{AttackData-TFH
|damage=
|guard=
|startup=14
|active=0-72
|recovery=5
|advHit=
|advBlock=
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options.
  }}
  }}
}}
}}
Line 608: Line 223:
}}
}}
}}
}}
===Follow Up===
{{MoveData
|image=TFH_Tianhuo_214XX1.png
|caption="Burning winds!"
|image2=TFH_Tianhuo_214XX2.png
|caption2="Ránshāo fēng!" (燃烧风)
|name=Ran Shao Feng
|input=214XX
|data=
{{AttackData-TFH
|damage=100
|guard=HL
|startup=59
|active=9
|recovery=26+Flight
|advHit=Launch
|advBlock=-4
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, 236A/B/C, and jA. 2. Reduces the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and increase her damage. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds.
}}
}}
====== <font style="visibility:hidden" size="0">Ran Shao Feng Only</font> ======
{{MoveData
|image=TFH_Tianhuo_Level2_236A.png
|caption=Volcanic Ash (Ran Shao Feng)
|image2=TFH_Tianhuo_Level2_236B.png
|caption2=Volcanic Bash (Ran Shao Feng)
|image3=TFH_Tianhuo_Level2_j236B.png
|caption3=Volcanic Bash (Air) (Ran Shao Feng)
|image4=TFH_Tianhuo_Level2_236C.png
|caption4=Volcanic Crash (Ran Shao Feng)
|name= Volcanic X (Ran Shao Feng)
|input=236A/B/C / j.236A/B/C
|data=
{{AttackData-TFH
|version=A
|damage=62,85,119
|guard=HL/HL/H
|startup=11
|active=4(9)4(10)11
|recovery=4
|advHit=Bounce
|advBlock=-8
|First Hit Juggle Decay=20,20,20
|Base Juggle Decay=20,20,20
|description=Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5.
}}
{{AttackData-TFH
|header=no
|version=B
|damage=83,143
|guard=HL
|startup=15
|active=6
|recovery=19
|advHit=Wallstick
|advBlock=-7
|First Hit Juggle Decay=55,60
|Base Juggle Decay=55,60
|description=Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential.
}}
{{AttackData-TFH
|header=no
|version=B (Air)
|damage=83,143
|guard=HL
|startup=11
|active=11
|recovery=8+
|advHit=Wallstick
|advBlock=-2+
|First Hit Juggle Decay=40,40
|Base Juggle Decay=40,40
|description=Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now.
}}
{{AttackData-TFH
|header=no
|version=C
|damage=213
|guard=Unblockable
|startup=15
|active=3
|recovery=35
|advHit=HKD +34
|advBlock=
|First Hit Juggle Decay=50
|Base Juggle Decay=50
|description=Now much more + on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns.
}}
}}
{{MoveData
|image=TFH_Tianhuo_Level2_jA.png
|caption= back to the glory days, baby!
|name=jA (Ran Shao Feng)
|data=
{{AttackData-TFH
|damage=38
|guard=H
|startup=6
|active=4
|recovery=14
|advHit=
|advBlock=
|First Hit Juggle Decay=60
|Base Juggle Decay=60
|description=Probably the most slept on change that Ran Shao Feng brings. jA's hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse.
}}
}}
{{MoveData
|image=TFH_Tianhuo_Level2_5D.png
|caption=
|name=Flight (Ran Shao Feng)
|data=
{{AttackData-TFH
|damage=
|guard=
|startup=14
|active=0-126
|recovery=5
|advHit=
|advBlock=
|First Hit Juggle Decay=
|Base Juggle Decay=
|description=Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though.
}}
}}
==Combos==
==Combos==
===Basic concepts===
we ain't doin that shit
Tianhuo combos focus on filling the juggle decay meter almost all the way up before performing a uniform combo ender.
 
Volcanic Ash (236A) spikes the opponent to the ground and temporarily disables air recovery, allowing Tianhuo to land and extend the combo. The ground bounce combo route features a 236A just before filling the juggle decay meter. More advanced combos can extend without using 236A, instead saving it until the end to squeeze in extra bits of damage.
 
Volcanic Bash (236B) can be flight cancelled with 5D after either the first or second hit, allowing for multiple combo utilities. Certain advanced combo routes are even based on such maneuvers.
 
Add Men Shao Ti super damage by replacing any aerial 236C ender with 236B > 236A+B. For advanced combos with late 236A > 4A ground enders, add fast ground attacks with 236A > 4A > 5B > 2B > 236A+B.
 
<!--List combos, use numpad notation.-->
===Beginner===
;* (0 magic) '''5ABC > 2C > 3C > j.ABC > 66BC > (land) > j.ABC > 236C''' (836 damage)
::- Utilize air dash to extend combos
 
;* (0 magic) '''2A > 5A > 5B > 2B > 5C > 3C > j.ABC > 236C (629 damage, hard knockdown)'''
::- Full juggle decay will result in soft knockdown. Combo must be short.
 
;* '''(0 magic, corner only) 2C > 3C > j.ABC > 66BC > (land) > j.BC > 66C > (land) > j.BC > 66C > 236A > 236B (1113 damage) > 236A+B (1503 damage)'''
 
;* '''(1 magic): 2A > 2B > 4D > j.B'''
::- Example of using Firecracker Flip to create overhead mixup
 
===Ground bounce route===
This route uses the 236A ground bounce to extend the combo.
 
;* '''(0 magic): 5ABC > 2C > 3C > j.BC > 66C > 236A > (land, then catch with) 5BC > 2C > 3C > j.BC > 66BC > j.236C''' (1075 damage)
::- If starting from B instead of A, delay hit after landing from 236A to catch low.
 
;* '''(1 magic): 5BC > 2C > 3C > j.BC > 9D > BC > 66C > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC > [236C / 236B > 236A+B]''' (1407/1721 damage)
 
;* '''(2 magic): j.C > 5BC > 2C > 3C > j.BC > 9D > BC > 9D > C > 66C > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC > [236C / 236B > 236A+B]''' (1609/1923 damage)
::- Float twice with 9D before ground spiking. (After second float, next attacks are C only.)
::- Tianhuo rises higher than normal in this combo, and consequently lands later. Adjust your timing.
 
;* '''(1 magic): j.C > 5BC > 2C > 3C > j.C > 66C > 236A > (land) > 5BC > 3C > j.C > 3D > (land, then catch with) 5BC > 2C > 3C > j.BC > 66BC > j.236C''' (1545 damage)
::- After 3D, delay 5BC to catch.
 
===Air dash delay route===
This route relies on delaying aerial strikes to extend the combo.
;* '''(0 magic) 5BC > 2C > 3C > j.BC > 66(delay)BC > (land) > j.C > 66C > (3D optional) > (delay) 5BC > 2C > 3C > j.BC > 66BC > 236A > [4A > j.236C / 4A > 5B > 2B > 236A+B]''' (1389/1641 damage)
::- Add 3D after second air dash C to make ground catch easier. (1 magic cost)
 
;* '''(0 magic) j.C > 5BC > 2C > 3C > j.BC > 66(delay)BC > (land) > j.C > 66C > (3D optional) > (delay) 4A > 5BC > 2C > 3C > j.BC > 66BC > 236A > 4A > 5B > 2B > 236A+B''' (1500/1752 damage)
::- Add 3D after second air dash C to make ground catch easier. (1 magic cost)
::- Also possible without super. (...236A > 4A > 236C)
 
===Ground Volcanic Bash route===
These combos must be performed on a grounded opponent. They leverage the stun properties of the first hit of Volcanic Bash, as well as jump C, to extend the combo.
[Expansion needed]
 
===Anti-Air===
;* '''6A > j.ABC > (land) > j.ABC > 66C > 236C (823 damage, hard knockdown)'''
 
;* '''6A > j.ABC > (land) > j.ABC > 66C > 236A > 5ABC > 236C (993 damage)'''
 
===Throws===
Throwing combos suffer -30% damage.
;* '''Throw > C > 236A > (land) > 5BC > 2C > 3C > j.C > 236C (720 damage, hard knockdown)'''
 
;* '''Throw > 236C (500 damage, hard knockdown)
::- Max preservation of juggle decay meter
 
===Advanced combos and maneuvers===
;* ... > last aerial C > 236B (5D after first hit) > C > 236C
::- Add 236B with flight cancel after first hit > C before any combo ender to add damage at the cost of difficulty.
 
===Combo trials===
These are some of the combos featured in the official training mode's Combo Trials menu.
;* (1 magic) 5BC > 2C > 3C > j.C > 236B (5D after second hit) > 66C > 6D > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC* > j.236C'''
::- Flight cancel after the second hit of Volcanic Bash (236B) and quickly dash to catch the opponent.
 
===Exhibitionist combos===
 
===Making live adjustments===
* Consider dumping out of failed combos early with 236C. If the juggle decay meter isn't full, you'll receive a bonus hard knockdown.
* Monitor the juggle meter and get your opponent close to the ground just before it fills for easier combo extension.
** Ground spike with 236A or 3D when necessary. Both prevent air recovery.
* Exceeding the juggle decay meter too soon? Trim 2C and/or j.B to compensate and skip ahead.
* Haven't caused enough damage before the ground catch string? Add 4A for some extra weight.
* Opponent too high? Ground spike early. Replace any subsequent 236A extender with 3D if available, or skip to 236C for hard knockdown.
* Got magic to burn? Substitute first 236A extender with 3D and employ your now available 236A combo ender.
 
===Raising the skill ceiling===
Add [236B (after first hit, 5D) > C] to the last aerial hit before your ender for more damage and difficulty.
 
==Colors==
==Colors==
<!--Check file prefix and add the color name in the text parameter.-->
<!--Check file prefix and add the color name in the text parameter.-->
{{ColorGallery | filePrefix=TFH-Tianhuo-| colors=
{{ColorGallery | filePrefix=SCPCC-HTD-| colors=
  {{ColorGallery/Color|1|  text= Tianhuo}}
  {{ColorGallery/Color|1|  text= H.T.D. Lizard}}
  {{ColorGallery/Color|2|  text= Baihe}}
  {{ColorGallery/Color|2|  text= }}
  {{ColorGallery/Color|3|  text= Clever Girl}}
  {{ColorGallery/Color|3|  text= }}
  {{ColorGallery/Color|4|  text= Under the Mountain}}
  {{ColorGallery/Color|4|  text= }}
  {{ColorGallery/Color|5|  text= Ember}}
  {{ColorGallery/Color|5|  text= }}
  {{ColorGallery/Color|6|  text= Origin Goddess}}
  {{ColorGallery/Color|6|  text= }}
  {{ColorGallery/Color|7|  text= Welcome to Die}}
  {{ColorGallery/Color|7|  text= }}
  {{ColorGallery/Color|8|  text= Mega X}}
  {{ColorGallery/Color|8|  text= }}
{{ColorGallery/Color|9|  text= Enforced Monarch}}
<!--{{ColorGallery/Color|10| text= Athletic Footwear}} This is supposed to go here. It's the Tennis Shoes palette.-->
{{ColorGallery/Color|10| text= Guardian Spirit}}
{{ColorGallery/Color|11| text= In Another Castle}}
{{ColorGallery/Color|12| text= Princess Guardian}}
{{ColorGallery/Color|13| text= Fire Type}}
{{ColorGallery/Color|14| text= Wicked}}
{{ColorGallery/Color|15| text= Snek}}
{{ColorGallery/Color|16| text= Royal Gold}}
{{ColorGallery/Color|17| text= Violet}}
{{ColorGallery/Color|18| text= Orange}}
{{ColorGallery/Color|19| text= Blue Eyes}}
{{ColorGallery/Color|20| text= Spyral}}
{{ColorGallery/Color|21| text= Not Prepared}}
{{ColorGallery/Color|22| text= Dark Fire}}
{{ColorGallery/Color|23| text= Spirited}}
{{ColorGallery/Color|24| text= Pyre}}
{{ColorGallery/Color|25| text= Chestnut Jade}}
{{ColorGallery/Color|26| text= Longma}}
{{ColorGallery/Color|27| text= RMC OCV}}
{{ColorGallery/Color|28| text= Phlogiston}}
{{ColorGallery/Color|29| text= Combustion}}
{{ColorGallery/Color|30| text= Spyraler}}
{{ColorGallery/Color|31| text= Spark}}
{{ColorGallery/Color|32| text= Boom!}}
{{ColorGallery/Color|33| text= Charring}}
{{ColorGallery/Color|34| text= Tinder}}
{{ColorGallery/Color|35| text= Game of Deaths}}
{{ColorGallery/Color|36| text= Fidgety}}
{{ColorGallery/Color|37| text= Water Dragon}}
{{ColorGallery/Color|38| text= TRCHD}}
{{ColorGallery/Color|39| text= Death from Above}}


}}
}}
Line 874: Line 241:
==Links==
==Links==
[https://docs.google.com/spreadsheets/d/10ObvGDCOudR9vb1RfmmvG7UOQanRNlxWzK-mF6_9DEs/edit#gid=2044626931 Detailed Frame Data]
[https://docs.google.com/spreadsheets/d/10ObvGDCOudR9vb1RfmmvG7UOQanRNlxWzK-mF6_9DEs/edit#gid=2044626931 Detailed Frame Data]
{{TFH}}
{{Navbox-SCPCC}}


[[Category:Them's Fightin' Herds]]
[[Category:SCP: Cross Conatainment]]

Latest revision as of 12:56, 26 May 2022

SCP:682 "Hard to Destroy Lizard"
Htdstats.png
Object Class: Keter
Risk Class: Danger
Disruption Class: Very
Engagement Style: Space control
Hume: Pressing 5x will cause H.T.D. Lizard to start flying. It can use this to extend combos or escape danger

Profile

(Das will probably come up with something funnier and better than this) Ok so, imagine if Orga was a edgy 19 year old and wanted to kill everything. It also has a child, Zorp. Zorp can destroy the whole multiverse if they wanted to but fortunately for everyone, he doesn't want to.


Gameplay

H.T.D. is best described as a shoto with everything. He has a puppet, flight, a command grab, a 8 way air dash, setplay, zoning, mixups and a reversal super. It doesn't really matter how you play it, as long as you know what you're doing you'll be fine.


Strengths Weaknesses
  • Great aerial mobility with it's flight, 8 way air dash and
  • Zorp
  • Access to great mid-range normals that can be made safe on block using flight cancels
  • Zorp
  • Zorp
  • Zorp can die
  • Ugly
  • IDK I don't play it enough

Normal Moves

5A
5A
"Shake"
"Shake"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
30 HL - 5 4 15 vs. Grounded 1 -1
vs. Airborne

good combo starter and good at catching opponents

Special Moves

Volcanic _Ash
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90,150 HL/H - 12 4(8)4 21 vs. Grounded Bounce -6
vs. Airborne

Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit.

110/150 HL - 18 6 19 vs. Grounded Launch, -8 -7
vs. Airborne

Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit.

110,150 HL - 15 11 20+ vs. Grounded Launch, -10 -13
vs. Airborne

Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block.

300 Unblockable - 15 3 47 vs. Grounded HKD +13
vs. Airborne

Standard combo ender, and Tian's only hard knockdown aside from Super. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw.

Throw

Forward Throw
Forward Throw
B+C / 6B+C
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 6 1 18 vs. Grounded KD
vs. Airborne

Standard throw. Allows for a combo afterwards.

Hume

he fly if you impute x and sonic homing attack with 214x

5D
x
x
Template:AttackData-SCPCC
214x
214x
Template:AttackData-SCPCC

Super

Men Shao Ti
236XX
TFH Tianhuo 236XX1.png
"Smoldering kick!" (闷烧踢)
"Smoldering kick!" (闷烧踢)
TFH Tianhuo 236XX2.png
"Cyclone fire kick!"
"Cyclone fire kick!"
TFH Tianhuo 236XX3.png
"Sheng Ho Ti!" (旋火踢)
"Sheng Ho Ti!" (旋火踢)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
220,220,340 HL - 4+6 3 102+ vs. Grounded HKD +21 -38
vs. Airborne

Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum.

Combos

we ain't doin that shit

Colors

Links

Detailed Frame Data

General
Controls
Patch Notes
FAQ
HUD
System
SCP's
Reptile
Shy Guy
Old Man
Cain
Kumiho
Able
Sea Champion
The Doctor
MTF
Moon Warrior
Yule Man
Ultomaton
Clef
Andrianna
Krii'na
Daisuke
BRC
Uriel
Items