Wonderful World/Etielle: Difference between revisions
(added some move descriptions, more frame data, and a few combos that i found while looking) |
(added pros and cons) |
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{{ProConTable|width=50 | {{ProConTable|width=50 | ||
|pros= | |pros= | ||
* ''' | * '''Long range pokes.''' Both her normals as well as [4]6S and [2]8S are fast and have huge range. | ||
* ''' | * '''Good anti-airs.''' 6K hits pretty high above her and leads to a combo. [2]8S has a massive hitbox. [1]419H is also huge, along with doing a solid amount of damage (although does cost meter). | ||
* ''' | * '''Passive resource gain.''' Etielle passively gains meter (or fills up her cold gauge faster and more efficiently) while crouching and not attacking. It is slow but it does allow you to play more defensively without falling too far behind on resources. | ||
* '''Plays around defensive mechanics well''' Once she reaches level 1 cold gauge, her first special in a combo drains some of her opponents counter gauge, making it more difficult for them to build it up for defensive mechanics. | |||
|cons= | |cons= | ||
* ''' | * '''Linear pressure, weak mixups.''' With the exception of 5K > 5P, she can only cancel from weak to heavy and cannot go from standing to crouching or vise versa outside of 6H. She only has one jump cancellable ground normal (f.S) and Just Break as her only grounded overhead. | ||
* ''' | * '''Slow to start up.''' Does very little damage without Cold Gauge, which takes meter and time to build. In addition, while she is converting meter into Cold Gauge, she cannot gain any additional meter. | ||
}} | }} | ||
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== Original Ability Overview == | == Original Ability Overview == | ||
Etielle can use her Original Ability to deplete her Skill Gauge in order to fill her unique Cold Gauge. As the Cold Gauge fills, her specials do more damage. While it is currently active and her Cold Gauge is above Stage 1, her throws and specials deplete her opponent's Counter Gauge. If her Original Ability is not active, her Cold Gauge slowly drains. 4O fills the Cold Gauge slowest, but most efficiently. 6O fills it the fastest but is least efficient. 5O is somewhere in between. At the end of each round, her Cold Gauge is emptied and she gains Skill Gauge based on how full it was. Eternal Gracia can only be used at Stage 3 or above Cold Gauge, and empties that instead of using the Skill Gauge. | Etielle can use her Original Ability to deplete her Skill Gauge in order to fill her unique Cold Gauge. As the Cold Gauge fills, her specials do more damage. While it is currently active and her Cold Gauge is above Stage 1, her throws and specials deplete her opponent's Counter Gauge. If her Original Ability is not active, her Cold Gauge slowly drains. 4O fills the Cold Gauge slowest, but most efficiently. 6O fills it the fastest but is least efficient. 5O is somewhere in between. At the end of each round, her Cold Gauge is emptied and she gains Skill Gauge based on how full it was. Eternal Gracia can only be used at Stage 3 or above Cold Gauge, and empties that instead of using the Skill Gauge. Etielle also passively gains meter while crouching. | ||
== Normal Moves & Original Abilities == | == Normal Moves & Original Abilities == | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=9 | |damage=9 | ||
|guard=Low | |guard=Low, Air | ||
|startup=11 | |startup=11 | ||
|active=- | |active=- | ||
Line 115: | Line 115: | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage=18 | |damage=18 | ||
|guard= | |guard=All | ||
|startup=12 | |startup=12 | ||
|active=- | |active=- | ||
Line 134: | Line 134: | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage=15 | |damage=15 | ||
|guard= | |guard=All | ||
|startup=7 | |startup=7 | ||
|active=- | |active=- | ||
Line 153: | Line 153: | ||
{{AttackData-WW | {{AttackData-WW | ||
|damage=20 | |damage=20 | ||
|guard= | |guard=All | ||
|startup=10 | |startup=10 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=7 | |damage=7 | ||
|guard= | |guard=All | ||
|startup=8 | |startup=8 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=6 | |damage=6 | ||
|guard=Low | |guard=Low, Air | ||
|startup=11 | |startup=11 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=15 | |damage=15 | ||
|guard=Low | |guard=Low, Air | ||
|startup=12 | |startup=12 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=8, 9 | |damage=8, 9 | ||
|guard= | |guard=All | ||
|startup=12 | |startup=12 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=10 | |damage=10 | ||
|guard=High | |guard=High, Air | ||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=8 | |damage=8 | ||
|guard=High | |guard=High, Air | ||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=24 | |damage=24 | ||
|guard=High | |guard=High, Air | ||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=28 | |damage=28 | ||
|guard=High | |guard=High, Air | ||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
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|caption= | |caption= | ||
|name=Chilling Aura<br><small>チリングオーラ</small> | |name=Chilling Aura<br><small>チリングオーラ</small> | ||
|input = {{#invoke:InputsWanWan|toIcons|5O}} | |input = {{#invoke:InputsWanWan|toIcons|4O/5O/6O}} | ||
|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
Line 352: | Line 352: | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description= | |description= | ||
Etielle starts converting her skill gauge to her cold gauge, causing blue orbs to float off of her body while active. The speed and efficiency depends on which direction is held when used. | |||
* 4O: 1 cold gauge level in 15 seconds for 5% skill gauge | |||
* 5O: 1 cold gauge level in 6 second for 10% skill gauge | |||
* 6O: 1 cold gauge level in 1 second for 25% skill gauge | |||
* Crouching increases how quickly the cold gauge increases, but not the skill gauge consumption | |||
Turning on the conversion immediately costs 5% meter, so it is advised not to toggle it too often. | |||
At the end of the round you get refunded meter based on what level your cold gauge was at the end of the round. | |||
* Level 1: 20% | |||
* Level 2: 30% | |||
* Level 3: 45% | |||
* Max: 55% | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=30 | |damage=30 | ||
|guard= | |guard=Unblockable | ||
|startup=8 | |startup=8 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage=35 | |damage=35 | ||
|guard=High | |guard=High, Air | ||
|startup=44 | |startup=44 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage= | ||
|guard= | |guard=Throw | ||
|startup=4 | |startup=4 | ||
|active=- | |active=- | ||
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{{AttackData-WW | {{AttackData-WW | ||
|damage= | |damage= | ||
|guard= | |guard=Throw | ||
|startup=4 | |startup=4 | ||
|active=- | |active=- | ||
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|version= | |version= | ||
|damage= | |damage= | ||
|guard= | |guard=All | ||
|startup=9 | |startup=9 | ||
|active=- | |active=- | ||
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|canceltype= | |canceltype= | ||
|level= | |level= | ||
|GFA=-11 | |GFA=-8 - -11 | ||
|AFA=? | |AFA=? | ||
|description=Fast moving energy thrust that covers 80% of the screen horizontally. Takes up to 12f to hit when used at max range. Frame advantage varies from -11 to -8 based on distance. Damage increases based on cold gauge. | |description=Fast moving energy thrust that covers 80% of the screen horizontally. Takes up to 12f to hit when used at max range. Frame advantage varies from -11 to -8 based on distance. Damage increases based on cold gauge. | ||
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{{AttackData-WW | {{AttackData-WW | ||
|version= | |version= | ||
|damage= | |damage=(54/65/85/115) | ||
|guard= | |guard=Unblockable | ||
|startup= | |startup=10 | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|canceltype= | |canceltype= | ||
|level= | |level= | ||
|GFA= | |GFA=N/A | ||
|AFA= | |AFA=N/A | ||
|description= | |description=Diagonal anti-air thrust, covers 80% of the screen horizontally. Air unblockable, but does not hit grounded opponents. Frame advantage Takes 8 frames to travel across the screen. Damage increases based on cold gauge. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-WW | {{AttackData-WW | ||
|version= | |version= | ||
|damage= | |damage=(58/78/98/118) - (88/108/128/148) | ||
|guard= | |guard=All | ||
|startup= | |startup=30 | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|canceltype= | |canceltype= | ||
|level= | |level= | ||
|GFA= | |GFA=-1 - -8 | ||
|AFA=? | |AFA=? | ||
|description= | |description=Etielle charges forward 3/4 the screen over 24 frames and if she hits someone pushes them all the way to the corner. Becomes less disadvantages at farther distances, ranging from -8 point blank to -1 at max range. Damage increases based on cold gauge and distance to the corner. <!--i have 0 idea how best to notate this moves damage--> | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-WW | {{AttackData-WW | ||
|version= | |version= | ||
|damage= | |damage=(78/97/116/145) | ||
|guard= | |guard=All | ||
|startup= | |startup=19 | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|canceltype= | |canceltype= | ||
|level= | |level= | ||
|GFA= | |GFA=+4 | ||
|AFA=? | |AFA=? | ||
|description= | |description=Etielle slashes in a triangle motion, hitting three times. Damage increases based on cold gauge. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">[4]6P</font> ====== | ====== <font style="visibility:hidden" size="0">[4]6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WanWan_Etielle_64P.PNG | ||
|caption= | |caption= | ||
|name=Cool Edge<br><small>クールエッジ</small> | |name=Cool Edge<br><small>クールエッジ</small> | ||
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{{AttackData-WW | {{AttackData-WW | ||
|version= | |version= | ||
|damage= | |damage=(8/11/21/30) | ||
|guard= | |guard=All | ||
|startup= | |startup=6 | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
|canceltype= | |canceltype= | ||
|level= | |level= | ||
|GFA= | |GFA=-46 | ||
|AFA=? | |AFA=? | ||
|description= | |description=Downward pointed energy thrust that reaches roughly 1/3 screen. Can be dash cancelled by inputting forward after the move, and is -11 on grounded hit if you do not do this (neutral if you do, but you can cancel out of the dash early for a combo). Has a significant amount of untechable time so is often used for high damage corner juggles. Damage increases based on cold gauge. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-WW | {{AttackData-WW | ||
|version= | |version= | ||
|damage= | |damage=(22/30/34/39), (15/30/50/70) | ||
|guard= | |guard=All | ||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
Line 567: | Line 579: | ||
|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description= | |description=Etielle does a forward kick and slash, and if it hits leaves behind ice which explodes upwards a moment later, launching the opponent if they did not block the explosion. Damage increases based on cold gauge. <!--idk how to get frame checker to work with up charges (counts frames of either jump or move you are using to buffer), luckily i believe this is the only one--> | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-WW | {{AttackData-WW | ||
|version= | |version=Ground | ||
|damage= | |damage=(24/36/71/131) | ||
|guard= | |guard=All | ||
|startup=65 | |||
|active=- | |||
|recovery=- | |||
|canceltype= | |||
|level= | |||
|GFA=+52 | |||
|AFA=? | |||
|description=Etielle spins before sending a slow moving projectile forward. Hits 3 times. Damage increases based on cold gauge. | |||
}} | |||
{{AttackData-WW | |||
|header=no | |||
|version=Air | |||
|damage=(51/65/82/146) | |||
|guard=All | |||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
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|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description= | |description=Etielle spins mid-air, hitting around her 6 times. Damage increases based on cold gauge. | ||
}} | }} | ||
}} | }} | ||
== Finish Skills == | == Finish Skills == | ||
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{{AttackData-WW | {{AttackData-WW | ||
|version= | |version= | ||
|damage= | |damage=(186/240/306/370) | ||
|guard= | |guard=All | ||
|startup=- | |startup=- | ||
|active=- | |active=- | ||
Line 609: | Line 636: | ||
|canceltype=- | |canceltype=- | ||
|level= | |level= | ||
|GFA= | |GFA=-30 | ||
|AFA=? | |AFA=? | ||
|description= | |description=Etielle sends a large energy wave across the entire screen, blasting her opponent back fullscreen. Damage increases based on cold gauge. <!--do not trust frame checker startup for supers, seems to be including super flash--> | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-WW | {{AttackData-WW | ||
|version= | |version= | ||
|damage= | |damage=303 | ||
|guard=Mid | |guard=Mid | ||
|startup=- | |startup=- | ||
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|canceltype=- | |canceltype=- | ||
|level= | |level= | ||
|GFA= | |GFA=-112 | ||
|AFA= | |AFA=N/A | ||
|description= | |description=Requires level 4 cold gauge. Empties the cold gauge to create a massive air-unblockable pillar of ice and wind upwards. | ||
}} | }} | ||
}} | }} |
Latest revision as of 13:19, 23 June 2024
Character Specific Data
- Health: 790
- Starting Guts Correction: 42%
- Guts Correction: 68%
- Total Effective Health: 946
- Weight: Middle
- Shave Rate: 30%
- Combo Correction Value: 2%
Playstyle
Etielle is a Knight Apprentice of the Eimeru Knights. She is a little careless, a fierce believer, and a dedicated hard worker. Her original identity is of a daughter of the country town of lords where she had been living without trouble. However, she noticed the house she was in wasn't very wealthy, and looking at her parents at how tired they are, she begins to think that she can do things herself. Then, she tried to to improve her family's aristocratic position even a little by making a name for herself and becoming a knight. Etielle's Weapon is "Silver Fang", a one-handed sword with an edge so sharp it can freeze the air it cuts through. Because of its special shape and properties, its treatment is difficult and delicate technology is required to mantain it.
In-game, Etielle is a well-rounded charge character with excellent range and great neutral, boasting great jump-ins and aggressive buttons while also having cover on most of her aerials and a great antiair. Her O is a chilling aura that collects Cold Air charges for her Cold Gauge which improves her damage at the cost of meter. Her finish skill requires Cold Air instead of meter, which means you can defensively BRK to make neutral safer without necessarily sacrificing the damage you'll do when you do get in. However, it's important to note that once she starts converting meter into Cold Air she can't gain any more meter until the conversion ends. At the end of every round, all her Cold Air gets converted back into her meter. Good meter management, Cold Air management and decisionmaking are necessary to do well with Etielle.
Strengths | Weaknesses |
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Movelist
Original Ability Overview
Etielle can use her Original Ability to deplete her Skill Gauge in order to fill her unique Cold Gauge. As the Cold Gauge fills, her specials do more damage. While it is currently active and her Cold Gauge is above Stage 1, her throws and specials deplete her opponent's Counter Gauge. If her Original Ability is not active, her Cold Gauge slowly drains. 4O fills the Cold Gauge slowest, but most efficiently. 6O fills it the fastest but is least efficient. 5O is somewhere in between. At the end of each round, her Cold Gauge is emptied and she gains Skill Gauge based on how full it was. Eternal Gracia can only be used at Stage 3 or above Cold Gauge, and empties that instead of using the Skill Gauge. Etielle also passively gains meter while crouching.
Normal Moves & Original Abilities
5P
5P
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5P
5K
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cl.5S
cl.5S
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5S
5S
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5HS
5HS
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2P
2P
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2K
2K
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2S
2S
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2HS
2HS
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j.P
j.P
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j.K
j.K
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j.S
j.S
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j.H
j.H
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5O
Command Moves
6K
Universal Moves
6HS
Throw
Air Throw
Skills
[4]6S
[2]8S
[4]6HS
[2]8HS
[4]6P
[8]2K
[6]4S
Finish Skills
[4]646S
[1]319HS
Gameplan & Strategy
Neutral Game
Etielle has lots of great neutral buttons she can throw in to turn the round to her favour. A stray 4[6]HS knockdown can do wonders for getting in, and her aerials aren't terrible for getting in either. j.K, j.S and j.HS are all good buttons to throw infront of you. Going for j.P can be risky since it's one of the slower j.P's in the game, but its range can more than make up for its speed.
Combos
BnBs
Meterless, Anywhere 2P 2K 2S 2HS HS 2[8]HS
Meterless, Overhead Confirm 6HS delay j.S j.HS dj. j.S j.HS j.[6]4S
Meterless, Air Throw Air Throw > [2]8S
Max Cold, Corner Air Throw Air Throw > [1]319HS
Videos
External Links
Colors
P Button | K Button | S Button | HS Button |
---|---|---|---|
O Button | SP Button | Hidden | |