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| {{MoveData | | {{MoveData |
| |image= | | |image= |
| |caption= | | |caption="Shake" |
| |name=5A | | |name=5A |
| |data= | | |data= |
Revision as of 12:48, 26 May 2022
SCP:682 "Hard to Destroy Lizard"
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Object Class:
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Keter
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Risk Class:
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Danger
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Disruption Class:
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Very
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Engagement Style:
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Space control
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Hume:
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Pressing 5x will cause H.T.D. Lizard to start flying. It can use this to extend combos or escape danger
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Profile
(Das will probably come up with something funnier and better than this) Ok so, imagine if Orga was a edgy 19 year old and wanted to kill everything. It also has a child, Zorp. Zorp can destroy the whole multiverse if they wanted to but fortunately for everyone, he doesn't want to.
Gameplay
H.T.D. is best described as a shoto with everything. He has a puppet, flight, a command grab, a 8 way air dash, setplay, zoning, mixups and a reversal super. It doesn't really matter how you play it, as long as you know what you're doing you'll be fine.
Strengths |
Weaknesses
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- Great aerial mobility with it's flight, 8 way air dash and
- Zorp
- Access to great mid-range normals that can be made safe on block using flight cancels
- Zorp
- Zorp
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- Zorp can die
- Ugly
- IDK I don't play it enough
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Normal Moves
5A
5A "Shake" "Shake"
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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30
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HL
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-
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5
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4
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15
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vs. Grounded
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1
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-1
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vs. Airborne
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good combo starter and good at catching opponents
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Special Moves
Volcanic _Ash
Volcanic X 236A/B/C Air OK Volcanic Ash Volcanic Ash Volcanic Bash Volcanic Bash Volcanic Bash (Air) Volcanic Bash (Air) Volcanic Crash Volcanic Crash
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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90,150
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HL/H
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-
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12
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4(8)4
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21
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vs. Grounded
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Bounce
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-6
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vs. Airborne
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Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit.
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110/150
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HL
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-
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18
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6
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19
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vs. Grounded
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Launch, -8
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-7
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vs. Airborne
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Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit.
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110,150
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HL
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-
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15
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11
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20+
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vs. Grounded
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Launch, -10
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-13
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vs. Airborne
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Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block.
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300
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Unblockable
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-
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15
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3
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47
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vs. Grounded
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HKD +13
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vs. Airborne
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Standard combo ender, and Tian's only hard knockdown aside from Super. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw.
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Throw
Forward Throw
Forward Throw B+C / 6B+C
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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300
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Throw
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-
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6
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1
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18
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vs. Grounded
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KD
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vs. Airborne
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Standard throw. Allows for a combo afterwards.
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Hume
Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Each magic stock takes about 5 seconds to generate.
5D
Firecracker Attack 2/3/6/8/9D Air OK 2D 2D 3D 3D 6D 6D 8D 8D 9D 9D
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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210
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HL
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-
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16
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30
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12
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vs. Grounded
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15
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-19
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vs. Airborne
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Moves straight down. Has some crazy crossup setups.
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210
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HL
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-
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16
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30
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12
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vs. Grounded
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10
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-20
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vs. Airborne
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Moves downwards and forwards, effectively a divekick. Useful in combos.
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210
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HL
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-
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16
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16
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12
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vs. Grounded
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8
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-13
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vs. Airborne
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Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into jA if it hits a standing opponent.
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210
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HL
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-
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16
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10
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12
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vs. Grounded
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3
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-15
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vs. Airborne
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Moves straight up. Doesn't seem to have much use.
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210
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HL
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-
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16
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12
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12
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vs. Grounded
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13
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-15
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vs. Airborne
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Moves up and forward. Can be used to cover distance and gain height at surprising speed.
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Firecracker Flip 7/4/1D Air OK speen speen
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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-
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-
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-
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0
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18
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28+
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vs. Grounded
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vs. Airborne
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The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes.
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-
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-
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-
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4
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5
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27+
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vs. Grounded
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vs. Airborne
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Similar to 7D, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a jB immediately after this results in an 18f overhead, so remember that this is one of your strongest mixup options.
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-
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-
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-
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4
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5
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39+
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vs. Grounded
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vs. Airborne
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Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often.
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Volcanic Dash 236D
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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-
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-
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-
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28
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-
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-
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vs. Grounded
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4
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vs. Airborne
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Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block.
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Flight 5D
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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-
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-
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-
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14
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0-72
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5
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vs. Grounded
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vs. Airborne
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Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options.
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Super
Men Shao Ti 236XX "Smoldering kick!" (闷烧踢) "Smoldering kick!" (闷烧踢) "Cyclone fire kick!" "Cyclone fire kick!" "Sheng Ho Ti!" (旋火踢) "Sheng Ho Ti!" (旋火踢)
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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220,220,340
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HL
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-
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4+6
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3
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102+
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vs. Grounded
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HKD +21
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-38
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vs. Airborne
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Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum.
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Follow Up
Ran Shao Feng 214XX "Burning winds!" "Burning winds!" "Ránshāo fēng!" (燃烧风) "Ránshāo fēng!" (燃烧风)
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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100
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HL
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-
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59
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9
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26+Flight
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vs. Grounded
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Launch
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-4
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vs. Airborne
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This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, 236A/B/C, and jA. 2. Reduces the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and increase her damage. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds.
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Ran Shao Feng Only
Volcanic X (Ran Shao Feng) 236A/B/C / j.236A/B/C Volcanic Ash (Ran Shao Feng) Volcanic Ash (Ran Shao Feng) Volcanic Bash (Ran Shao Feng) Volcanic Bash (Ran Shao Feng) Volcanic Bash (Air) (Ran Shao Feng) Volcanic Bash (Air) (Ran Shao Feng) Volcanic Crash (Ran Shao Feng) Volcanic Crash (Ran Shao Feng)
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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62,85,119
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HL/HL/H
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-
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11
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4(9)4(10)11
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4
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vs. Grounded
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Bounce
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-8
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vs. Airborne
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Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5.
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83,143
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HL
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-
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15
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6
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19
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vs. Grounded
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Wallstick
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-7
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vs. Airborne
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Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential.
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83,143
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HL
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-
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11
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11
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8+
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vs. Grounded
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Wallstick
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-2+
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vs. Airborne
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Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now.
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213
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Unblockable
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-
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15
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3
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35
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vs. Grounded
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HKD +34
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vs. Airborne
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Now much more + on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns.
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jA (Ran Shao Feng) back to the glory days, baby! back to the glory days, baby!
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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38
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H
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-
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6
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4
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14
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vs. Grounded
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vs. Airborne
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Probably the most slept on change that Ran Shao Feng brings. jA's hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse.
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Flight (Ran Shao Feng)
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Base Damage
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Guard
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Properties
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Startup
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Active
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Recovery
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Hitstop
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Hitstun
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Adv. on Hit
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Blockstop
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Blockstun
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Adv. on Block
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First Hit Juggle Decay
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Base Juggle Decay
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JDG Multiplier
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-
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-
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-
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14
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0-126
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5
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vs. Grounded
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vs. Airborne
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Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though.
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Combos
we ain't doin that shit
Colors
Links
Detailed Frame Data