Spectral vs Generation/Earth: Difference between revisions
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = slams the ground, although the punch itself has a hitbox that knocks down, hitting with it is very unlikely<br>direction of the jump determines the angle of the slam | | description = slams the ground, although the punch itself has a hitbox that knocks down, hitting with it is very unlikely<br>direction of the jump determines the angle of the slam<br>hits OTG | ||
}} | }} | ||
}} | }} | ||
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===Chain Specific Normals=== | ===Chain Specific Normals=== | ||
{{MoveData | |||
|name=5B/2B > 5C | |||
|image=SVG_Earth_5C2.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = a big attack that launches slightly | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | {{MoveData | ||
|name=far 5D ~> D | |name=far 5D ~> D | ||
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| description = Dodges projectiles and counters any physical, non-grab attacks. | | description = Dodges projectiles and counters any physical, non-grab attacks. | ||
</Br>The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed. | </Br>The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed. | ||
}} | |||
}} | |||
==Special Moves== | |||
{{MoveData | |||
|name=236A/B/C | |||
|image=SVG_Earth_236ABC1.png | |||
|image2=SVG_Earth_236ABC2.png | |||
|caption=236AB/C | |||
|caption2=236AB/C ~> 2D | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = advancing elbow attak<br>button determines startup, range and damage | |||
}} | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = overhead followup that launches slightly<br>can cancel into SOT | |||
}} | |||
}} | |||
{{MoveData | |||
|name=214A/B/C | |||
|image=SVG_Earth_214ABC.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = level 3 | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Earth's main command grab<br>button determines distance, only grabs at the end of the dash<br>can be low parried or jumped | |||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|name=41236D | |||
|image=SVG_Earth_41236D.png | |||
|image=SVG_Earth_41236D2.png | |||
|caption2=623A/B/C followup | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Command throw | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Command grab with short range but grabs frame 3<br>causes a HKD regardless if the followup is used | |||
}} | |||
}} | |||
{{MoveData | |||
|name=623A/B/C | |||
|image=SVG_Earth_623A.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = a rising command grab that deals a lot of damage and causes a HKD<br>while the start is invulnerable the rest of it is not, meaning a few high jump-ins can punish it<br>button determines angle<br> conditioning the opponent to jump in either offence or defence can lead to easy reads for relatively great advantage, since it stops neutral play and puts earth in a perfect position for his vortex plays. However earth cannot do anything until he hits the ground on whiff. So it can be heavily punished if spammed | |||
}} | |||
}} | |||
{{MoveData | |||
|name=22A/B/C/D | |||
|image=SVG_Earth_tp.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = - | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = an average but sometimes useful teleport<br>options after it are few and easily counterable but can bypass projectiles happy opponents | |||
}} | |||
}} | |||
==Super Moves== | |||
===Level 1 Supers=== | |||
{{MoveData | |||
|name=236-236A/B/C | |||
|image=SVG_Earth_236236A.png | |||
|caption=aww look at that cute little punch :3 | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = very very short attack that on hit initiates a sequence ending in a knockdown<br>while it can be used as a reversal, it can't reliably punish jump-ins<br>it's range is so short that most BNBs can't end with it | |||
}} | |||
}} | |||
{{MoveData | |||
|name=214-214A/B/C | |||
|image=SVG_Earth_41236D.png | |||
|image2=SVG_Earth_214ABC.png | |||
|image3=SVG_Earth_623A.png | |||
|caption=214-214A/B/C | |||
|caption2=214-214A/B/C ~> 214A/B/C | |||
|caption3=214-214A/B/C ~> 214A/B/C ~> 623AB/C | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = similar to 41236D but is invulnerable at the start and starts a rekka<br>finishing the rekka is free and recommended until learning harder advanced combos that only use parts of it | |||
}} | |||
}} | |||
===Level 3 Super=== | |||
{{MoveData | |||
|name=A B C D after a succesful 214A/B/C | |||
|image=SVG_Earth_ABCD.png | |||
|image2=SVG_Earth_ABCD2.png | |||
|image3=SVG_Earth_ABCD3.png | |||
|caption=Uh oh | |||
|caption2=you're dead | |||
|caption3=Drabon ball Z | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Earth’s level 3 is the best in the game. With the only drawback being it can only be done after a 214 command grab. However that can also be beneficial since it means the 3 bars of meter will only be consumed on hit and can never be wasted. it does not scale, dealing ~70% damage. Essentially, earth has an ultra safe 70% attack that can be accessed with one mix up | |||
}} | |||
}} | |||
==Strategy== | |||
==Combos== | |||
===Chain Combos=== | |||
===Basic Combos=== | |||
{{Navbox-SVG}} | {{Navbox-SVG}} |
Revision as of 06:42, 22 March 2021
Earth | |
---|---|
Health | 500 |
Pre-Jump Frames | 4 |
Play Style | Grappler |
Dash Type | Run |
Character Background
Race: Holy God
Motivation: To discover if the world should be ended or not
Weapon: Evil Spear Alpha Beld
Likes: A pure world
Dislikes: An evil world
Character Info
Earth is SVG’s grappler. Boasting explosive damage, plenty of mixups and a punish heavy playstyle. His power to adapt during the match and dish out tons of damage is what gives him the biggest comeback potential in the game. That said, earth may take some time to get used to, as he relies heavily on reads, conditioning and MU specific info/tech.
Strengths | Weaknesses |
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Strategy
Being the Grappler of the game, Earth's gameplan heavily consists of creating fear within the opponent at close range, even if only for a miniscule period of time, so he can eventually throw them to the floor and restart his vortex of grabs. As Earth, you'll want do anything for an HKD. One knockdown can mean a guessing game for the enemy that lasts forever and luckily his combos and normals compliment his gameplan to a great extent. His okizeme is very vital to his pressure as it safely covers his options on the opponent's wakeup, not allowing the opponent to move, only to force them to guess what you're going to do next, usually being his 41236D, 236x, 214x or cl.5B. He even has a fair share of anti-airs to get the opponent in his tick zone aswell.
Earth is free to fend himself off from afar with his 5B and 2C, and to an extent guard his space with J.C, but if the enemy catches you lacking in the corner, you're a goner. Earth CANNOT handle being pressured. He needs to be the one conditioning the opponent at all times or else he's fundamentally lost the match. His aggressive play is definitely the way to go here. In burst, he'll become even scarier. In this state you're going to want to try everything in your power to tick grab the opponent with 214x at odd times as it confirms into his extremely good Level 3,and given that he has a variety of true guard breaking strings in this form it shouldn't be too difficult of a task to complete.
Normals
Far Standing Normals
5A
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5B
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5C i was too far and tried Cl.5C i was too far and tried Cl.5C
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5D
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Close Standing Normals
cl.5B
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cl.5C get used to this sprite get used to this sprite
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cl.5D
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Crouching Normals
2A
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2B
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2C yes, it's that long yes, it's that long
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2D
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Jumping Normals
j.A
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j.B the projectile the projectile
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j.C
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j.D
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Chain Specific Normals
5B/2B > 5C
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far 5D ~> D bonk bonk
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2A -> 2B
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Throws
A+D Forward Throw the 3rd coolest throw in the game the 3rd coolest throw in the game
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B+D Back Throw the 4th coolest throw in the game the 4th coolest throw in the game
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Sword Series Slash (Dust)
5B+C
Standing SSS |
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2B+C
Low SSS |
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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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Special Moves
236A/B/C 236AB/C 236AB/C 236AB/C ~> 2D 236AB/C ~> 2D
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214A/B/C
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41236D 623A/B/C followup 623A/B/C followup
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623A/B/C
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22A/B/C/D
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Super Moves
Level 1 Supers
236-236A/B/C aww look at that cute little punch :3 aww look at that cute little punch :3
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214-214A/B/C 214-214A/B/C 214-214A/B/C 214-214A/B/C ~> 214A/B/C 214-214A/B/C ~> 214A/B/C 214-214A/B/C ~> 214A/B/C ~> 623AB/C 214-214A/B/C ~> 214A/B/C ~> 623AB/C
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Level 3 Super
A B C D after a succesful 214A/B/C Uh oh Uh oh you're dead you're dead Drabon ball Z Drabon ball Z
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