Duels of Fortune/Callowman: Difference between revisions
m (→Navigation) |
|||
Line 49: | Line 49: | ||
{{Content Box|header=Move list|content= | {{Content Box|header=Move list|content= | ||
;Command Normals | ;Command Normals | ||
:4H - ''Saviour Roll'': | :4H (Hold OK) - ''Saviour Roll'': Fast and large overhead that can be charged to gain armor. | ||
:j.2H - ''Valiant Smash'': A punch towards the ground. Has an additional, longer hitbox upon making contact with the ground. | :j.2H - ''Valiant Smash'': A diving punch towards the ground. Has an additional, longer hitbox upon making contact with the ground. | ||
:66H - ''Heroic Gyro'': A long-ranged spin. | :66H - ''Heroic Gyro'': A long-ranged spin attack with a huge hitbox. | ||
:5T - ''Taunt'': Callowman's taunts have hitboxes and performing one increases his stacks. | |||
;Special Moves | ;Special Moves | ||
:( | :5S (Air OK) - ''Callow Crash'': A slow command grab that rushes forward a long distance. Can be angled upward on the ground by holding up. | ||
:( | :4S (Air OK, Hold OK) - ''Callow Rocket'': A fast rush forward. Pressing any direction + S performs a follow up. Can be charged to gain projectile invuln. | ||
:2S - ''Justice Tornado'': An upward spin. | :2S (Hold OK) - ''Justice Tornado'': An upward spin. Has full invuln for some of the startup. Can be charged to do more damage. Very unsafe on block. | ||
;Supers | ;Supers | ||
:5SP - ''Callow Rush'': A flurry of powerful punches. | :5SP - ''Callow Rush'': A flurry of powerful punches. Cause an HKD. | ||
:2SP - ''Villain Vanquisher'': A command grab super. Grows more powerful as the Taunt meter increases, becoming an instant kill at its strongest level if you have full meter. | :2SP - ''Villain Vanquisher'': A command grab super that can be jumped after flash. Grows more powerful as the Taunt meter increases, becoming an instant kill at its strongest level if you have full meter. | ||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|header=Quick combo reference|content= | {{Content Box|header=Quick combo reference|content= | ||
'''5L > 5M > 5H > | '''5L > 5M > 5H > Delay 2[S], walk up OTG 2M > 2H > jc j.S, OTG 2M > 4H''': Easy combo that ends in a hard knockdown for a mixup. | ||
}} | }} | ||
}} | }} |
Latest revision as of 20:25, 6 June 2024
Give an overview of the char.
X (character name) *briefly describe playstyle*. | |
Pros | Cons |
|
|
Character Properties
Health | 27000 |
Backdash | XF |
Unique Movement | X |
Fastest Attack | X (XF) |
If a character has a unique mechanic write about it here. If there's nothing like that then delete this section.
Section Header
- If there's more details to talk about and whatnot add new sections.
Section Header
- F.
Character Summary
- Command Normals
- 4H (Hold OK) - Saviour Roll: Fast and large overhead that can be charged to gain armor.
- j.2H - Valiant Smash: A diving punch towards the ground. Has an additional, longer hitbox upon making contact with the ground.
- 66H - Heroic Gyro: A long-ranged spin attack with a huge hitbox.
- 5T - Taunt: Callowman's taunts have hitboxes and performing one increases his stacks.
- Special Moves
- 5S (Air OK) - Callow Crash: A slow command grab that rushes forward a long distance. Can be angled upward on the ground by holding up.
- 4S (Air OK, Hold OK) - Callow Rocket: A fast rush forward. Pressing any direction + S performs a follow up. Can be charged to gain projectile invuln.
- 2S (Hold OK) - Justice Tornado: An upward spin. Has full invuln for some of the startup. Can be charged to do more damage. Very unsafe on block.
- Supers
- 5SP - Callow Rush: A flurry of powerful punches. Cause an HKD.
- 2SP - Villain Vanquisher: A command grab super that can be jumped after flash. Grows more powerful as the Taunt meter increases, becoming an instant kill at its strongest level if you have full meter.
5L > 5M > 5H > Delay 2[S], walk up OTG 2M > 2H > jc j.S, OTG 2M > 4H: Easy combo that ends in a hard knockdown for a mixup.
Normal Moves
5L
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
5M
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
5H
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2L
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2M
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
2H
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.L
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.M
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
j.H
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
Command Normal Name
4H |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Throw
Throw
6H |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Reversals
Reversal
5R |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Wakeup Reversal
5R on Wakeup |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Burst
Burst
5B |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
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 |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Down Taunt
2T |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Moves
Special Name
5S |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Name
4S |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Name
2S |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Special Name
j.S |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Super Move
Villain Vanquisher
5SP |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Super Name
2SP |
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
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
| ||||||||||||||||||||||||||||||||||||||||||
|
Basic Combos
Easy combos for starting.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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.
Callowman Wiki Roadmap
0% complete | |
|
Page | Completed | To-do | Score |
---|---|---|---|
0/25 | |||
Move List | 0/25 | ||
Strategy | 0/25 | ||
Combos | 0/25 |