Spectral vs Generation/Earth: Difference between revisions
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = very short and laggy but more useful than it looks<br>wallbouces on hit, which can be used in certain combos for ''absurd'' extra damage | | description = very short and laggy but more useful than it looks<br>wallbouces on hit, which can be used in certain combos for ''absurd'' extra damage<br>'''destroys projectiles''', but only high ones, isn't useful besides looking pretty cool | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = you're going to use this... a lot<br>earth's most active move, timing a cl.5C meaty stops opponents from parrying, '''forcing a mixup'''. some common mixups include | | description = you're going to use this... a lot<br>earth's most active move, timing a cl.5C meaty stops opponents from parrying, '''forcing a mixup'''. some common mixups include | ||
- 214A : countered with jumping or down parry (easiest level 3 setup) | |||
- 623C : countered with not jumping<br>- 236A ~> 2D : blocked high | |||
- 236A >> 2D : blocked low | |||
-normal grab : same as command grab but cannot hit in blockstun | |||
'''all options lead to a knockdown''', making this a vortex. this is essentially earth's main gameplan | |||
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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<br>hits OTG | | 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<br>is '''neither a normal nor a projectile'''... don't question it | ||
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|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = 30 | | damage = 30 / 33 / 35 | ||
| guard = Mid | | guard = Mid | ||
| cancel = Heavenly Light, Super | | cancel = Heavenly Light, Super | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = advancing elbow attack<br> | | description = advancing elbow attack<br>startup and distance traveled depend on button used | ||
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| damage = N/A | | damage = N/A | ||
| guard = - | | guard = - | ||
| cancel = | | cancel = | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = an average but sometimes useful teleport<br>options after it are few and easily counterable but can bypass | | description = an average but sometimes useful teleport<br>options after it are few and easily counterable but can bypass projectile happy opponents | ||
}} | }} | ||
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| advHit = | | advHit = | ||
| advBlock = | | 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 | | 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<br>can be done after a 41236D command grab or after a wallbounce | ||
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|name=Heaven and Earth Switch | |name=Heaven and Earth Switch | ||
|image=SVG_Earth_41236D.png | |image=SVG_Earth_41236D.png | ||
|image2=SVG_Earth_214ABC.png | |||
|image3=SVG_Earth_623A.png | |||
|input= 214214A/B/C | |input= 214214A/B/C | ||
|input2=Heaven and Earth Switch ~> 214A/B/C | |||
|input3=Heaven and Earth Switch ~> 214A/B/C ~> 623A/B/C | |||
|caption=Overcosted for that Pot Buster range | |caption=Overcosted for that Pot Buster range | ||
|caption2= | |||
|caption3=The poor mans Heavenly Potemkin Buster | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = 65 | | damage = 65+23+90 | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | | cancel = N/A | ||
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| advHit = | | advHit = | ||
| advBlock = | | 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 | | 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<br>stopping at the second part of the rekka will guarantee a corner combo if done close enough | ||
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===Level 3 Super=== | ===Level 3 Super=== | ||
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| advHit = | | advHit = | ||
| advBlock = | | 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% | | 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.<br>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.<br>Essentially, earth has an ultra safe Akuma raging demon that deals 70%, only consumes meter on hit, and can be accessed with one mix up | ||
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Revision as of 08:07, 15 June 2021
Earth | |
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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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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
God Cleansing 236A/B/C 236A/B/C 236A/B/C
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Heavenly Light
God Cleansing ~> 2D |
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God Raging Claws
214A/B/C |
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Holy Explosion Fist
41236D |
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Dimensional Warp
Holy Explosion Fist ~> 236A/B/C |
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Funeral Procession
623A/B/C |
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Wings of Flight
22A/B/C/D |
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Super Moves
Level 1 Supers
Final Judgment 236236A/B/C aww look at that cute little punch :3 aww look at that cute little punch :3 AYO MY MAN CHILL! AYO MY MAN CHILL!
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Heaven and Earth Switch 214214A/B/C Overcosted for that Pot Buster range Overcosted for that Pot Buster range Heaven and Earth Switch ~> 214A/B/C Heaven and Earth Switch ~> 214A/B/C ~> 623A/B/C The poor mans Heavenly Potemkin Buster The poor mans Heavenly Potemkin Buster
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Level 3 Super
Condemnation God Raging Claws ~> A->B->C->D Uh oh Uh oh you're dead you're dead Drabon ball Z Drabon ball Z
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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.
Combos
Chain Combos
Basic Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
jC > 5A > 5B > 214A | |||||
jC > 5A > 5B > 236A > 2D | |||||
jC > cl.C > 236C > 2D | Harder to time compared to 5A > 5B but gives more damage. | ||||
(Corner Only) 9C > 5A > 5B > 5C > 623C | |||||
1 Bar BnB | |||||
jC > 5A > 5B > 236A > 2D SOT > B+C (AAABBBCCDD > 236D) | Returns 1.3 meter after finishing the combo. | ||||
jC > 5A > 5B > 236A > 2D SOT > 623C | Does more damage than the dust combo but returns less meter. | ||||
jC > cl.C > 236236B > 8B OTG | Does slightly more damage than the last combo and gives a HKD. | ||||
214-214C > 214C > 623C | |||||
jC > 5A > 5B > 236A > 2D SOT > 5D > 5B > 623C | Big one bar damage.. requires proper timing to land midscreen. | ||||
(Corner Only) 214-214C > 214C > 5C > B+C (AAABBBCCDD > 236D) | Space yourself out so you get far 5C instead of cl.C. | ||||
(Corner Only) jC > 5A > 5B > 236A > 2D SOT > 5C > B+C (AAABBBCCDD > 236D) | Space yourself out so you get far 5C instead of cl.C. | ||||
2 Bar BnB | |||||
jC > 5A > 5B > 236A > 2D (SOT) > 5D > 5B > 236236A > 8B (OTG) | Big damage + okizeme | ||||
(Corner Only) 214-214C > 214C > 5C > 236B > 2D (SOT) > 5C > B+C (AAABBBCCCDD > 236D) | Returns about 1.5 meter after finishing the combo. | ||||
3 Bar BnB | |||||
jC > 5A > 5B > 214A > ABCD | Easy burst damage + HKD. Use to kill since you will deplete all of your meter. | ||||
Burst BnB | |||||
(Corner Only) jC > cl.C > 236C > 2D (SOT) > 236C > 2D (SOT) > Burst 236C > 2D (SOT) >
5C > 236C > 2D (SOT) > 5C > 236C > 2D (SOT) > 5C > B+C (AAABBBCCCDD > 236D) |
Requires a 1 bar burst. Returns 1.2 meter after finishing the combo. |