RoFighters/Gaunt: Difference between revisions
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*'''Low Mobility:''' Gaunt has a very slow walkspeed and can't air dash. Because of this, it can be hard to aproach and evade projectiles. | *'''Low Mobility:''' Gaunt has a very slow walkspeed and can't air dash. Because of this, it can be hard to aproach and evade projectiles. | ||
*'''Struggles During Early Game:''' Gaunt needs Azure Charge to access many of his better combos. at level 2 being where he gets strong. At lvl1 his bnb's do underwhelming damage and his hitconfirms are limited. | *'''Struggles During Early Game:''' Gaunt needs Azure Charge to access many of his better combos. at level 2 being where he gets strong. At lvl1 his bnb's do underwhelming damage and his hitconfirms are limited. | ||
*'''Heavily Meter Reliant:''' Gaunt's has very | *'''Heavily Meter Reliant:''' Gaunt's has very useful EX moves, but he also needs that meter to level up, making you constantly have to manage your meter. This creates a tough situation for gaunt, making him have to choose between risking his meter for confirms or using them to snowball rounds. With this, if you cant efficiently build meter up as fast as possible, then rounds become a lot harder to win. | ||
*'''Limited Range:''' Most of Gaunt's normals have weak range, meaning he has to use dash attacks often, this also weakes his long range confirms. | *'''Limited Range:''' Most of Gaunt's normals have weak range, meaning he has to use dash attacks often, this also weakes his long range confirms. | ||
Revision as of 16:43, 23 September 2023
Story
Introduction
Archetype: Grappler/Meter Management
Strengths | Weaknesses |
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Move List
Gaunt possess a charge mechanic via 2S and the taunt button. The bonus of damage from these are listed below:
- x0.8 (No charge nor taunt)
- x0.9 (1 charge)
- x1 (2 charge OR no charge and taunt)
- x1.1 (3 charge OR 1 charge and taunt)
- x1.2 (2 charge and taunt)
- x1.3 (3 charge and taunt)
Please note that damages for the following moves are listed in this exact order.
Normal Attacks
5L
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5M
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5H
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2L
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2M
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2H
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j.L
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j.M
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j.H
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Special Attacks
Body Toss
5S |
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Body Toss (Air)
j.S |
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Ground Smash
2S |
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Meteor Smash
j.2S |
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Dash Punch
236L or M or H |
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Pile Driver
214L or M or H |
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Bullet Sault
623L or M or H |
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Level 1 Ultimate Attacks
Azure Charge
236S |
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Charge 3
236S when Azure Charge is at level 3 |
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Level 3 Ultimate Attacks
All Out
63214S |
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Followup to All Out
After All Out, 5L>5M>5H>5M>5H>2L>Burst |
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Strategy
Fish for gold burst on round start then win the game.
Combos
- 5L 5L 5M is your main hitconfirm, go into 5H on hit.
aircombo = j.L j.M j.H j.L j.M j.2S/j.5S Level 0/Universal
- 5H 623M dash 2L 236L - Easy
- 5H 623M dash 2L aircombo - Bnb
- 623L/623M 2M 5H 623M dash 2L j.M land 5L 5M 5H 214L/214M - Overhead combo
- 5H 623M dash 2M 2H 2S dash 2L aircombo - Optimal bnb
Level 2
- 5H 214M dash 2S dash 2M 5H 623M dash 2L j.L j.M j.H j.L j.M j.2S - Bnb
- 214M dash 214M dash 2S dash 2M 5H 623M dash 2L aircombo - Command grab Bnb
Level 3
- 236H/236L 236S dash 214M 2S dash 2M 5H 623M dash 2L aircombo - Metered anti-air confirm.
TOD
- 6321S 5L 5M 5H 5M 5H 2L 5L 5L 2M 5M 2H 623M 66 2L 6H j.M j.H [dl]j.M 2M 5M 2H 2S 214M j.L j.M j.2S Red Burst j.2S
Colors
1: Base
2: Fire themed
3: Broly