Spectral vs Generation/Krayce: Difference between revisions
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==Specials== | ==Specials== | ||
{{MoveData | {{MoveData | ||
|name=236a/b/c | |name=Blade Wave | ||
|image= | |input=236a/b/c | ||
|caption= | |image=Spectral_VS_Generation_Krayce236ABC_Image.png | ||
|caption=The BnB of your Oki and corner pressure | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name=623a/b/c | |name=Sky Sword/Slice Blade | ||
|input=623a/b/c | |||
|image=krayce_623a.png | |image=krayce_623a.png | ||
|caption= | |caption=One of the largest DP's in the game | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Krayce does a | | description = Krayce does a large vertical swing in front of him, swatting anything in range out of the air.<br> The C version acts like a true DP and is invulnerable during startup.<br> The C version can also be followed up with Slice Blade on Hit/Block, performing another 623C, though you cannot Seal of Time this extra hit nor cancel into supers. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 25-50 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Krayce dashes forward and does a barrage of swings. A goes the shortest distance, B goes longer, and C goes the longest distance. A and B are not used much compared to the C version due to the risk of you dropping your combos when you do the A or B version. | | description = Krayce dashes forward and does a barrage of swings. A goes the shortest distance, B goes longer, and C goes the longest distance. A and B are not used much compared to the C version due to the risk of you dropping your combos when you do the A or B version. The B and C versions actually hit twice if the opponents hitbox is large enough. | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 16 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 16 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 39 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Hits three times and can cancel into supers. | | description = Hits three times and can cancel into supers. Can be parried on block, but you can also delay the input to bait out a parry attempt.<br> The last hit will knock the opponent into the air so therefore canceling on the second hit is usually preferable for combos. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 25 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 16 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 16 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 39 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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|caption4=B ~> B follow up | |caption4=B ~> B follow up | ||
|caption5=B ~> C follow up | |caption5=B ~> C follow up | ||
|caption6=you will see this if you whiff the B~>C | |caption6=you will see this if you whiff the B~>C, so don't | ||
|image2=Krayce_214d_d.png | |image2=Krayce_214d_d.png | ||
|image3=Krayce_214d_b.png | |image3=Krayce_214d_b.png | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 30 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 20 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 23 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 98 | ||
| guard = High/Low | | guard = High/Low | ||
| cancel = | | cancel = | ||
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}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = 104 | ||
| guard = Jump | | guard = Jump | ||
| cancel = | | cancel = | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Command grab that cause a HKD. If the opponent was hit by B then B~>C will whiff and | | description = Command grab that cause a HKD. If the opponent was hit by B then B~>C will whiff if done immediately, and you will need to delay the C input so that you grab them out of hit stun. This can also be punished on block by mashing fast normals, so conditioning your opponent is very important. During the dash forward part you can actually cancel into supers, though this isn't preferred over other specials that you can cancel into supers | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
==Super Moves== | ==Super Moves== | ||
===Level 1 Supers=== | ===Level 1 Supers=== |
Revision as of 00:46, 24 February 2021
Krayce | |
---|---|
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, meaning that he has a big hurtbox (slightly smaller than Earth's), as well as some of the biggest normals in the game, though not always the farthest reaching. 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 other members of the cast, his corner carry potential is very efficient compared to the other characters, being able to go corner to corner with only one bar of meter. Combine this with his great corner pressue, okizeme, and High/Low mixups, he can run away with a lead very quickly if he is able to get it. As stated before Krayce still suffers from large hurtboxes, both from his own and his sword's hurtboxes, making his have quite the trouble against anyone who can zone him out. He is also extremely dependent on meter for any sort of optimal combo, as he lacks any way to confirm a hard knockdown without meter. Even with his faults Krayce is still a character that can be a terror on block and okizeme, while still being a difficult character to approach if Krayce dosen't have to.
Strengths | Weaknesses |
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Normals
Far Standing Normals
5A Brofist? Brofist?
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5B Please don't crouch I really want this to hit Please don't crouch I really want this to hit
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5C The weaker overhead The weaker overhead
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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 Knock Knock? Knock Knock?
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cl.5B Krayce must have been a football player before he decided to hunt swords Krayce must have been a football player before he decided to hunt swords
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cl.5C This might hurt This might hurt
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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 Give me your kneecaps Give me your kneecaps
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2B BAKANE! BAKANE!
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2C Making Order-Sol proud with this one Making Order-Sol proud with this one
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2D Fair button, I swear! Fair button, I swear!
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Command Normals
4C The reason people should be scared of your oki game The reason people should be scared of your oki game
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3D I didn't mean to press this one I didn't mean to press this one
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Jumping Normals
J.A Mini stab! Mini stab!
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J.B Nice jump you did there, would be a shame if controlled the air. Nice jump you did there, would be a shame if controlled the air.
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J.C Almost an Aether Almost an Aether
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J.D The main reason your opponent should be scared of your jump-ins The main reason your opponent should be scared of your jump-ins
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Chain Specific Normals
Chain 5C A really good combo filler A really good combo filler
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Throws
A+D Forward Throw THIS. IS. SPARTA! THIS. IS. SPARTA!
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B+D Back Throw *teleports behind you* "nothing personal, kid" *teleports behind you* "nothing personal, kid"
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Dust (Sword Series Slash)
5B+C
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2B+C
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Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Specials
Blade Wave 236a/b/c The BnB of your Oki and corner pressure The BnB of your Oki and corner pressure
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Sky Sword/Slice Blade 623a/b/c One of the largest DP's in the game One of the largest DP's in the game
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Wind Slice Blade/Sword 214x ~> B ~> B ~> C 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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236d 236d ~> B ~> B ~> C Hey! Check your shins Hey! Check your shins 1st Follow up 1st Follow up 2nd Follow up 2nd Follow up 3rd Follow up 3rd Follow up
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214d D follow up D follow up B follow up B follow up B ~> B follow up B ~> B follow up B ~> C follow up B ~> C follow up you will see this if you whiff the B~>C, so don't you will see this if you whiff the B~>C, so don't
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Super Moves
Level 1 Supers
214214a/b/c Here it comes... Here it comes... By Odin's beard! By Odin's beard!
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236236a/b/c Wanna see me cause tornado warnings around the city? Wanna see me cause tornado warnings around the city?
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Level 3 Super
632146a+b+c (K-I-L-L GOD) "YOU PRESSING BUTTONS?" "YOU PRESSING BUTTONS?" No sympathy recieved No sympathy recieved
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Strategy
Fight for your friends, Give no sympathy
-abuse armor
-use a/d normals to start combos
-cancel the step dash with any standing normal. preferably f.5d
-use j.b and j.c as anti-airs
Combos
Chain Combos
Chain Combo | Damage Per Hit | Notes |
5B -> C | C C causes a knockdown. | |
5A -> B -> C | C causes a knockdown. | |
5D -> 2B -> C | The Same as 5ABC chain but with D and has better reach. C causes a knockdown. | |
2A -> 2B -> C | usual low combo starter alongside the next one. | |
2D -> 2B -> C | usual low combo starter alongside the previous one. | |
2D -> 2A -> 2B -> C | isn't used instead of the previous two because it scales the combo, losing more potential damage than the added 2A does. | |
5A/5D/2A/2D -> C | command normal C instead of the normal one. good ammount of hitstun. | |
5D -> 5B | main poking chain from a dash cancel |
BnB Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
[microwalk>5a/5c>5c>236B]*X | infinite in corner | ||||
2D -> 2B -> 2C > 214b/c ~> C ~> C ~> B | main low starter Bnb | ||||
4C > 214b/c ~> C ~> C ~> B | main overhead starter Bnb | ||||
2D -> 4C > 214b/c ~> C ~> C ~> B | the dirty mixup | ||||
One Bar BnB | |||||
2D -> 2B -> 2C ([combo starter]) > 214b/c ~> C ~> C ~> B SOT >> cl.5c -> 5C > 623c ~> 623c | optimal damage with 1 bar | ||||
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> f.dash >> 214d ~> B ~> B | deals similar damage but is way easier to do | ||||
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> f.dash >> B+C | usual way to get dust | ||||
3 Bar BnB | |||||
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> {dl.214D ~> D SOT}x# >> burst >> 632146a+b+c | easiest way to get level 3 | ||||
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> {dl.214D ~> D SOT}x# >> burst >> 632146a+b+c | Brings them up a little. choose any combo ender you like | ||||
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> {dl.214b/c ~> C ~> C ~> B SOT}x# | if it works it works. | ||||
(Corner Only) [combo starter] > 214b/c ~> C ~> C ~> B >> 236236a/b/c / 214214a/b/c ~> 236ab | 214214 deals more damage and causes HKD | ||||
623a/b/c SOT (>> microwalk if not in corner) >> {dl.2C > 623a SOT}x# >> j.burst >> 632146a+b+c | don't use. verytricky timing but it works. | ||||
Burst BnB | |||||
(Burst) 623a/b/c SOT (>> microwalk if not in corner) >> dl.214D ~> D SOT >> 632146a+b+c | don't use. verytricky timing but it works. | ||||
623a/b/c SOT (>> microwalk if not in corner) >> {dl.2C > 623a SOT}x# | Krayce's SOT loop. there is a loop limit at around 6 or 7 | ||||
(Burst) 623a/b/c SOT (>> microwalk if not in corner) >> delayed 214D ~> D SOT >> 632146a+b+c | still tricky but easier and way safer than the previous one. |