RoFighters/Gaunt: Difference between revisions
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|cons= | |cons= | ||
*'''Low Mobility:''' Gaunt has a very slow walkspeed and can't air dash. Because of this, it can be hard to | *'''Low Mobility:''' Gaunt has a very slow walkspeed and can't air dash. Because of this, it can be hard to approach and evade projectiles. | ||
*'''Big Body, Big Problems:''' A larger body means you will have more difficulty than others in avoiding stray hits and projectiles. Additionally, air combos are much less susceptible to dropping on Gaunt. | |||
*'''Struggles During Early Game:''' Gaunt needs Azure Charge to access many of his better combos. at level 2 being where he gets strong. At lvl1 his bnb's do underwhelming damage and his hitconfirms are limited. | *'''Struggles During Early Game:''' Gaunt needs Azure Charge to access many of his better combos. at level 2 being where he gets strong. At lvl1 his bnb's do underwhelming damage and his hitconfirms are limited. | ||
*'''Heavily Meter Reliant:''' Gaunt | *'''Heavily Meter Reliant:''' Gaunt has very useful EX moves, but he also needs that meter to level up, making you constantly have to manage your meter. This creates a tough situation for gaunt, making him have to choose between risking his meter for confirms or using them to snowball rounds. With this, if you can't efficiently build meter up as fast as possible, then rounds become a lot harder to win. | ||
*'''Limited Range:''' Most of Gaunt's normals have weak range, meaning he has to use dash attacks often, this also | *'''Limited Range:''' Most of Gaunt's normals have weak range, meaning he has to use dash attacks often, this also weaken his long range confirms. | ||
}} | }} | ||
== Move List == | == Move List == | ||
Gaunt possess a charge mechanic via 2S and the taunt button. The bonus damage are listed below: | Gaunt possess a charge mechanic via 2S and the taunt button. The bonus of damage from these are listed below: | ||
* ''' | * '''x0.8''' (No charge nor taunt) | ||
* ''' | * '''x0.9''' (1 charge) | ||
* '''x1''' (2 charge OR no charge and taunt) | * '''x1''' (2 charge OR no charge and taunt) | ||
* '''x1.1''' (3 charge OR 1 charge and taunt) | * '''x1.1''' (3 charge OR 1 charge and taunt) | ||
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{{MoveData | {{MoveData | ||
|name=5L | |name=5L | ||
|image = Gaunt 5L hitbox.png | |||
|image2 = Gaunt 5L.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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{{MoveData | {{MoveData | ||
|name=5M | |name=5M | ||
|image = Gaunt 5H a1.png | |||
|image2 = Gaunt 5M b.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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| hitstun=- | | hitstun=- | ||
| hitAdv=+18 | | hitAdv=+18 | ||
| blockAdv= | | blockAdv=+3 | ||
| description= *Main hitconfirm tool, + on block so you can continue pressure | | description= *Main hitconfirm tool, + on block so you can continue pressure | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=5H | |name=5H | ||
|image = Gaunt 5H a.png | |||
|image2 = Gaunt 5H b.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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{{MoveData | {{MoveData | ||
|name=2L | |name=2L | ||
|image = Gaunt 2L a.png | |||
|image2 = Gaunt 2L b.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image = Gaunt 2M.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|image = Gaunt 2H.png | |||
|name2 =2H-H | |||
|image2 = Gaunt 2HH.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
| damage=11 | |version=2H | ||
| damage=10 / 11 / 12 / 13 / 15 / 16 | |||
| guard=Mid | | guard=Mid | ||
| startup=17 | | startup=17 | ||
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*As a starter it leads to massive damage | *As a starter it leads to massive damage | ||
*Is very + on block, use this to hitconfirm | *Is very + on block, use this to hitconfirm | ||
*Can be followed up with H, dealing additonal damage | *Can be followed up with another H, dealing additonal damage and allowing for aircomboing | ||
}} | |||
{{AttackData-ANS | |||
| header=no | |||
| version=2HH | |||
| damage=4 / 4 / 5 / 5 / 6 / 6 | |||
| guard=Low | |||
| startup=- | |||
| active=- | |||
| recovery=- | |||
| hitstun=- | |||
| hitAdv=+62 | |||
| blockAdv=-11 | |||
| description=*A followup attack that launches on hit, allowing for aircomboing or chaining into 623X | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=j.L | |name=j.L | ||
|image = Gaunt jL.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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{{MoveData | {{MoveData | ||
|name=j.M | |name=j.M | ||
|image = Gaunt jM.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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{{MoveData | {{MoveData | ||
|name=j.H | |name=j.H | ||
|image = Gaunt jH.png | |||
|data= | |data= | ||
{{AttackData-ANS | {{AttackData-ANS | ||
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{{MoveData | {{MoveData | ||
|name= Meteor Smash | |name= Meteor Smash | ||
|image = Gaunt j2S a.png | |||
|image2 = Gaunt j2S b.png | |||
|input=j.2S | |input=j.2S | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Dash Punch | |name=Dash Punch | ||
|image = Gaunt 236L.png | |||
|image2 = Gaunt 236M.png | |||
|image3 = Gaunt 236H.png | |||
|input=236L or M or H | |input=236L or M or H | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Pile Driver | |name=Pile Driver | ||
|image = Gaunt 214M.png | |||
|image2 = Gaunt 214L.png | |||
|input=214L or M or H | |input=214L or M or H | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Bullet Sault | |name=Bullet Sault | ||
|image = Gaunt 623L.png | |||
|image2 = Gaunt 623M.png | |||
|input=623L or M or H | |input=623L or M or H | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Azure Charge | |name=Azure Charge | ||
|image=Gaunt_236S a.png | |||
|image2=Gaunt_236S b.png | |||
|image3=Gaunt_236S c.png | |||
|input=236S | |input=236S | ||
|data= | |data= |
Latest revision as of 15:30, 4 October 2023
Story
Introduction
Archetype: Grappler/Meter Management
Strengths | Weaknesses |
---|---|
|
|
Move List
Gaunt possess a charge mechanic via 2S and the taunt button. The bonus of damage from these are listed below:
- x0.8 (No charge nor taunt)
- x0.9 (1 charge)
- x1 (2 charge OR no charge and taunt)
- x1.1 (3 charge OR 1 charge and taunt)
- x1.2 (2 charge and taunt)
- x1.3 (3 charge and taunt)
Please note that damages for the following moves are listed in this exact order.
Normal Attacks
5L
|
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5M
|
---|
5H
|
---|
2L
|
---|
2M
|
---|
2H 2H-H
|
---|
j.L
|
---|
j.M
|
---|
j.H
|
---|
Special Attacks
Body Toss
5S |
---|
Body Toss (Air)
j.S |
---|
Ground Smash
2S |
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Meteor Smash
j.2S |
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Dash Punch
236L or M or H |
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Pile Driver
214L or M or H |
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Bullet Sault
623L or M or H |
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Level 1 Ultimate Attacks
Azure Charge
236S |
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Charge 3
236S when Azure Charge is at level 3 |
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Level 3 Ultimate Attacks
All Out
63214S |
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Followup to All Out
After All Out, 5L>5M>5H>5M>5H>2L>Burst |
---|
Strategy
Fish for gold burst on round start then win the game.
Combos
- 5L 5L 5M is your main hitconfirm, go into 5H on hit.
aircombo = j.L j.M j.H j.L j.M j.2S/j.5S Level 0/Universal
- 5H 623M dash 2L 236L - Easy
- 5H 623M dash 2L aircombo - Bnb
- 623L/623M 2M 5H 623M dash 2L j.M land 5L 5M 5H 214L/214M - Overhead combo
- 5H 623M dash 2M 2H 2S dash 2L aircombo - Optimal bnb
Level 2
- 5H 214M dash 2S dash 2M 5H 623M dash 2L j.L j.M j.H j.L j.M j.2S - Bnb
- 214M dash 214M dash 2S dash 2M 5H 623M dash 2L aircombo - Command grab Bnb
Level 3
- 236H/236L 236S dash 214M 2S dash 2M 5H 623M dash 2L aircombo - Metered anti-air confirm.
TOD
- 6321S 5L 5M 5H 5M 5H 2L 5L 5L 2M 5M 2H 623M 66 2L 6H j.M j.H [dl]j.M 2M 5M 2H 2S 214M j.L j.M j.2S Red Burst j.2S
Colors
1: Base
2: Fire themed
3: Broly