Spectral vs Generation/Krayce: Difference between revisions
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'''Dislikes''': Sashimi | '''Dislikes''': Sashimi | ||
== Character Info == | == Character Info == | ||
Krayce is the BIG Rekka character. By that, I mean that he has the BIG hurtbox (slightly smaller than Earth's). To compensate for his BIG hurtbox, he also | |||
has BIG normals, but that itself is a double edged sword, since all swords in this game actually has a hurtbox themselves. | |||
Krayce's movement is good, being one of the four characters in the game to have a step type dash gives him strong crossunder mixups if you manage to parry your opponent's jump-in | |||
''' | His combo game is one of his strengths. While he can't two touch his opponents in comparison to most of the cast, his corner carry potential is very strong compared to the other characters, | ||
at the corner is where he really shines. Very strong high/low mixup pressure, along with a strong projectile setup in the corner makes him a force to be reckoned with. | |||
Aside from a big hurtbox and a hurtbox on his sword, he is also extremely dependent on meter, as he cannot in any way end his bnb combos with a hard knockdown unless he spends meter by | |||
either doing a Seal of Time or one of his supers. And opponents with strong setplay generally has a very good advantage against him.<br> | |||
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! Strengths !! Weaknesses | |||
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*Very high Health and Guard Health, making him hard to guardbreak outside of burst mode. | |||
*Big normals, which can stuff a lot of zoning if spaced properly. | |||
*623A/B/C is his strongest anti-air and covers a lot of space. | |||
*Far 5D is one of his best neutral buttons since it not only eats most projectiles, but can also cancel your dash. | |||
*Krayce's lvl 3 is really good at punishing raw super projectiles since it's fully invincible and covers a lot of distance. | |||
*Incredible corner game pressure, thanks to his corner carry combos and okizeme setups. | |||
*He has the best D Palette in the game because it makes him Ike from Fire Emblem. | |||
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*Big hurtbox, prone to getting hit by high normals that would normally be anti-airs. | |||
*No good wakeup options, as his 623A/B/C is not invincible on startup. | |||
*Without meter, he lacks damage, corner carry and hard knockdown, making him extremely weak without it. | |||
*Just like every other sword user in this game, his sword also has a hurtbox and can be whiff-punished. | |||
*A lot of his combos scale a lot, which makes him unable to two touch his opponents. | |||
*His other palettes are sub-par | |||
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==Normals== | ==Normals== |
Revision as of 17:20, 21 February 2021
Krayce | |
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Health | 500 |
Pre-Jump Frames | 4 |
Play Style | All-Around |
Dash Type | Step |
Character Background
Race: Human
Motivation: To destroy all the Devil Swords
Weapon: Sword Breaker
Likes: Macaroni
Dislikes: Sashimi
Character Info
Krayce is the BIG Rekka character. By that, I mean that he has the BIG hurtbox (slightly smaller than Earth's). To compensate for his BIG hurtbox, he also
has BIG normals, but that itself is a double edged sword, since all swords in this game actually has a hurtbox themselves.
Krayce's movement is good, being one of the four characters in the game to have a step type dash gives him strong crossunder mixups if you manage to parry your opponent's jump-in
His combo game is one of his strengths. While he can't two touch his opponents in comparison to most of the cast, his corner carry potential is very strong compared to the other characters,
at the corner is where he really shines. Very strong high/low mixup pressure, along with a strong projectile setup in the corner makes him a force to be reckoned with.
Aside from a big hurtbox and a hurtbox on his sword, he is also extremely dependent on meter, as he cannot in any way end his bnb combos with a hard knockdown unless he spends meter by
either doing a Seal of Time or one of his supers. And opponents with strong setplay generally has a very good advantage against him.
Strengths | Weaknesses |
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Normals
Far Standing Normals
5A Far 5A Far 5A
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5B Far 5B Far 5B
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5C Far 5C Far 5C
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f.5D Krayce won't hesitate to play dirty Krayce won't hesitate to play dirty
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Close Standing Normals
cl.5A Close 5A Close 5A
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cl.5B Close 5B Close 5B
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cl.5C Close 5C Close 5C
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cl.5D A kick to the shins has always worked out, hasn't it? A kick to the shins has always worked out, hasn't it?
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Crouching Normals
2A 2A 2A
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2B 2B 2B
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2C Making Order-Sol proud with this one Making Order-Sol proud with this one
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2D 2D 2D
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Command Normals
4C 4C 4C
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3D 3D 3D
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Jumping Normals
J.A J.A J.A
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J.B J.B J.B
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J.C J.C J.C
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J.D J.D J.D
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Chain Specific Normals
Chain 5C fluff fluff
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Chain Combos
Specials
Wind Slice Blade/Sword Distance will vary based on button pressed Distance will vary based on button pressed 1st Follow up 1st Follow up 2nd Follow up 2nd Follow up 3rd Follow up 3rd Follow up
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