Duels of Fortune/Baron: Difference between revisions
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{FP Overview | {{FP Overview | ||
|overview= | |overview=As the biggest body in the game, Baron Brightstar takes his place in Duels of Fortune as the slow but powerful grappler. As any character of his nature, Baron is built on extremes. Unlike some he shares the archetype with though, Baron's neutral tools are more than strong enough to keep him in the game. His normals alone are massive and have incredible conversion potential, usually being able to route into massive damage and okizeme even off far hits. Pokes like '''5M''', '''4H''', and '''2[H]''' in particular have huge amounts of utility in the neutral game. Once he's in, his monstrous pressure starts. Baron has 3 command grabs between '''4S~S''', '''5S''', and '''63214S'''. 4S~S, Orbital Grapple, is somewhat niche in use due to long startup although the reward is decent. 5S, Brightstar Bomber, has more uses. Its startup is solid, it gives an HKD, a combo in the corner, but only does 3500 damage. 63214S though, Grand Brightstar Bomber, is the showstopper. Having a blazing fast startup, good range, a whopping 6000 damage, and leading to huge combos in the corner, it rightfully earns its status as one of the only input moves in the game. Its only weakness is giving no knockdown in midscreen, but gaining the corner as Baron isn't difficult. These throws aren't Baron's only mixups either. Using his '''2S''', Baron can threaten an armored unblockable by charging it up to max level, and with the right knockdowns, he can even set it up meaty. These add another layer to his already threatening mixups. His defensive tools aren't lacking either. Baron's reversals are just as massive as he is, making spacing them out quite difficult. On top of that, his 2S doubles as a frame 2 armored option. While can lose to some strings, lows, and throws, the threat of it can force opponents to rethink their usual pressure since he has a free way of challenging gaps. In addition, Grand Brightstar Bomber is fast enough to catch people playing overly respectively when they're trying to bait reversals. His health being the highest in the game at 30000 further makes his defensive capabilities strong, as even beyond allowing him to survive more hits, it means he'll naturally build more burst and meter over the course of a round. | ||
Baron though is a big body grappler and not without the flaws they come with. Baron has by far the weakest movement in the game, with no forward dash, air dashes, increased pre-jump, and slow walk speeds. Altogether, these make him incredibly immobile, having to slowly walk opponents down while checking with his normals. This generally means he doesn't get to take the match at his pace, and instead has to play reactively to the opponent. This further ties in with how committal his primary neutral tools are. 2[H], 4H, 4S, and his jump, while important to his neutral game, are also all unsafe if the opponent properly reacts and counters them. This further makes it difficult for Baron to initiate interactions. His massive body doesn't do him any favors either, as he has the biggest hurtbox in the game. This leaves him open to unique pressure situations including on a couple characters an infinite blockstring in the corner, and also just means he has a tendency to get hit by things other characters could avoid like upwards angled projectiles. Possibly his biggest flaw though is his weakness to guard cancel reversals. As a big character, most of his normals have higher than average recovery. As a result, it's easier than normal for most characters to reactively guard cancel to punish him for trying to run his pressure. While this doesn't invalidate how strong and rewarding his offense is, the dynamic and flow of how he does it completely changes the moment the opponent has enough meter to reversal. It's important to take it into account and not just auto-pilot his sequences. | |||
|intro= '''Baron''' armors his way into the opponent's face and mixes them with his terrifying command grabs. | |intro= '''Baron''' armors his way into the opponent's face and mixes them with his terrifying command grabs. | ||
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* '''Fear Invoking Mixups''' - Like any good grappler, Baron's command grabs are terrifying to get hit by. While not especially rewarding in midscreen besides solid damage, both of Baron's main command grabs give a combo in the corner, combos that can deal over 20K with 50 meter. Making this even more scary is his ability to restand in combos with '''2S''', letting him loop pressure even if he doesn't have an HKD available. | * '''Fear Invoking Mixups''' - Like any good grappler, Baron's command grabs are terrifying to get hit by. While not especially rewarding in midscreen besides solid damage, both of Baron's main command grabs give a combo in the corner, combos that can deal over 20K with 50 meter. Making this even more scary is his ability to restand in combos with '''2S''', letting him loop pressure even if he doesn't have an HKD available. | ||
* '''Explosive Damage Output''' - Baron does by far the most damage in the game besides Johnson, and doesn't even have to spend resources. Thanks to his ability to combo into both of his highly damaging command grabs, Baron does over 10K on bnbs and even more on bigger starters with resources in play. This amount of damage means it's common for Baron to two touch or even ToD opponents. | * '''Explosive Damage Output''' - Baron does by far the most damage in the game besides Johnson, and doesn't even have to spend resources. Thanks to his ability to combo into both of his highly damaging command grabs, Baron does over 10K on bnbs and even more on bigger starters with resources in play. This amount of damage means it's common for Baron to two touch or even ToD opponents. | ||
* '''Great Armored Moves''' - Baron's '''4H''', '''2[H]''', and '''2S''' are all strong armored moves | * '''Great Armored Moves''' - Baron's '''4H''', '''2[H]''', and '''2S''' are all strong armored moves that let him safely approach, get past projectiles, punish opponents from a distance, and defend himself without meter. | ||
* '''Big Normals''' - Baron's normals while not disjointed cover a sizable distance and generally convert into combos very well. Standouts are '''5M''', '''4H''', and '''2[H]'''. 2[H] in particular is similar to Potemkin's slide head, only it's capable of converting from full combos even at a distance. | * '''Big Normals''' - Baron's normals while not disjointed cover a sizable distance and generally convert into combos very well. Standouts are '''5M''', '''4H''', and '''2[H]'''. 2[H] in particular is similar to Potemkin's slide head, only it's capable of converting from full combos even at a distance. | ||
* '''Great Defensive Choices''' - While he does have slow buttons, Baron has plenty of ways to deal with pressure. His reversal is huge and covers his entire body, making it great at catching even crossups. His wakeup reversal is even bigger, one of the biggest in the game. Beyond reversal, his '''2S''' is a near frame 1 armored move, allowing him to interrupt gaps without spending resources. Additionally, he can catch opponents attempting to bait reversals with '''63214S''' and potentially get a huge amount of damage. | * '''Great Defensive Choices''' - While he does have slow buttons, Baron has plenty of ways to deal with pressure. His reversal is huge and covers his entire body, making it great at catching even crossups. His wakeup reversal is even bigger, one of the biggest in the game. Beyond reversal, his '''2S''' is a near frame 1 armored move, allowing him to interrupt gaps without spending resources. Additionally, he can catch opponents attempting to bait reversals with '''63214S''' and potentially get a huge amount of damage. |
Revision as of 22:40, 17 January 2024
As the biggest body in the game, Baron Brightstar takes his place in Duels of Fortune as the slow but powerful grappler. As any character of his nature, Baron is built on extremes. Unlike some he shares the archetype with though, Baron's neutral tools are more than strong enough to keep him in the game. His normals alone are massive and have incredible conversion potential, usually being able to route into massive damage and okizeme even off far hits. Pokes like 5M, 4H, and 2[H] in particular have huge amounts of utility in the neutral game. Once he's in, his monstrous pressure starts. Baron has 3 command grabs between 4S~S, 5S, and 63214S. 4S~S, Orbital Grapple, is somewhat niche in use due to long startup although the reward is decent. 5S, Brightstar Bomber, has more uses. Its startup is solid, it gives an HKD, a combo in the corner, but only does 3500 damage. 63214S though, Grand Brightstar Bomber, is the showstopper. Having a blazing fast startup, good range, a whopping 6000 damage, and leading to huge combos in the corner, it rightfully earns its status as one of the only input moves in the game. Its only weakness is giving no knockdown in midscreen, but gaining the corner as Baron isn't difficult. These throws aren't Baron's only mixups either. Using his 2S, Baron can threaten an armored unblockable by charging it up to max level, and with the right knockdowns, he can even set it up meaty. These add another layer to his already threatening mixups. His defensive tools aren't lacking either. Baron's reversals are just as massive as he is, making spacing them out quite difficult. On top of that, his 2S doubles as a frame 2 armored option. While can lose to some strings, lows, and throws, the threat of it can force opponents to rethink their usual pressure since he has a free way of challenging gaps. In addition, Grand Brightstar Bomber is fast enough to catch people playing overly respectively when they're trying to bait reversals. His health being the highest in the game at 30000 further makes his defensive capabilities strong, as even beyond allowing him to survive more hits, it means he'll naturally build more burst and meter over the course of a round.
Baron though is a big body grappler and not without the flaws they come with. Baron has by far the weakest movement in the game, with no forward dash, air dashes, increased pre-jump, and slow walk speeds. Altogether, these make him incredibly immobile, having to slowly walk opponents down while checking with his normals. This generally means he doesn't get to take the match at his pace, and instead has to play reactively to the opponent. This further ties in with how committal his primary neutral tools are. 2[H], 4H, 4S, and his jump, while important to his neutral game, are also all unsafe if the opponent properly reacts and counters them. This further makes it difficult for Baron to initiate interactions. His massive body doesn't do him any favors either, as he has the biggest hurtbox in the game. This leaves him open to unique pressure situations including on a couple characters an infinite blockstring in the corner, and also just means he has a tendency to get hit by things other characters could avoid like upwards angled projectiles. Possibly his biggest flaw though is his weakness to guard cancel reversals. As a big character, most of his normals have higher than average recovery. As a result, it's easier than normal for most characters to reactively guard cancel to punish him for trying to run his pressure. While this doesn't invalidate how strong and rewarding his offense is, the dynamic and flow of how he does it completely changes the moment the opponent has enough meter to reversal. It's important to take it into account and not just auto-pilot his sequences.
Baron armors his way into the opponent's face and mixes them with his terrifying command grabs. | |
Pros | Cons |
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Character Summary
- Command Normals
- 4H - Giant Tackle: An armored approach and Baron's main way of getting in.
- j.2H - Body Press: Baron falls straight down with a crossup hitbox, launching on contact with the ground.
- Special Moves
- 5S (Air OK) - Brightstar Bomber: A fairly bog-standard command grab that causes a hard knockdown.
- 4S - Supernova Lariat: Projectile invincible long range lariat. Has the following built-in strike/throw mix listed below.
- 4S->S - Orbital Grapple: A grab that slams the opponent into the other side of the screen.
- 2S - Meteor Cannon: An armored punch that can be charged up to 3 levels. At level 2, it crumples, and at level 3, it becomes unblockable. Can be dash canceled.
- 63214S - Grand Brightstar Bomber: The most damaging special in the game and a rewarding command grab. You can hold 6 or 4 to move slightly while above the screen.
- Supers
- 5SP - Star Breaker Slam: A highly damaging anti-air command grab.
- 2SP - Muscle Form: Red Supergiant: An install that increases damage dealt, decreases damage taken, and gives armor that can only be broken by high damage attacks.
5L > 5M > 5H > 5S: Easy combo for helping beginners. Put a brief description here.
Normal Moves
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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Command Normals
Command Normal Name
4H |
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Universal Mechanics
Throw
Throw
6H |
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Reversals
Reversal
5R |
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Wakeup Reversal
5R on Wakeup |
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Burst
Burst
5B |
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Taunt
Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.
Taunt
5T |
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Down Taunt
2T |
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Special Moves
Special Name
5S |
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Special Name
4S |
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Special Name
2S |
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Special Name
j.S |
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Super Move
Star Breaker Slam
5SP |
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Muscle Form: Red Supergiant
2SP |
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Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.
Combo Legend
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Basic Combos
Easy combos for starting.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Advanced Combos
Harder combos that deal more damage or provide some other benefit.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
X Combo Category
If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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5L > 5M > 5H > 5S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2L > 2M > 2H > 2S, Ender | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the combo. |
Enders
List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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2H > 2S | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the ender. |
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
2H > 2SP | X | Very Easy/Easy/Medium/Hard/Very Hard | 0/50/100 | Midscreen/Corner/Near Corner/From Corner |
Description of the ender. |
Colors
Trivia
- Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.
Baron Wiki Roadmap
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