Earth
|
|
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
|
- j.C has a huge hitbox, good for hitting grounded opponents.
- Can output large amounts of damage with little meter.
- Easy BnB Combos
- Has some decent long-range normals for poking
- Easy command grab set-ups.
- Extremely good Oki.. complemented by his meaties and command grabs.
- Very big corner combo potential.
- 214-214A/B/C is a frame 1 command grab super.
|
- Teleport takes ages to come out.. very easy to read and punish.
- Very easy to avoid raw 214A/B/C.
- 623A/B/C is not fully invincible and can be beaten by better air normals.
- All of Earth's options are commitments, whiffing anything will leave you open for a while.
- Command grabs can be voided by low parries.
- No reliable crouching normal chains.
- Air dash is very awkwardly long compared to the rest of the cast
- Air normals are very difficult to use as air to airs. They're best used against grounded opponents.
- 236A/B/C > 2D can be parried mid blockstring.
- Big standing hurtbox.
|
Normals
Far Standing Normals
5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
quick slash. while the slowest 5A in the game, it has above average range and stun
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
earth's second longest normal in the game your preferred ground poke
|
|
5C i was too far and tried Cl.5C i was too far and tried Cl.5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
very short and laggy but more useful than it looks wallbouces on hit, which can be used in certain combos for absurd extra damage
|
|
5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
Earth slides a long distance and does a low kick
|
|
Close Standing Normals
cl.5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
Earth's fastest normal and is present in most combos destroys crossups because of its speed and angle
|
|
cl.5C get used to this sprite get used to this sprite
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
you're going to use this... a lot 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 - 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
|
|
cl.5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
fast low kicks can be used as a tickthrow
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
3 fast punches is mostly a (mediocre) anti-air since it's hard to hit a grounded opponent with it
|
|
2C yes, it's that long yes, it's that long
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
the second longest normal in the game, slow and laggy but has great damage and range hitbox has a gap right in front on earth so it doesn't hit close opponents
|
|
2D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Low
|
Specials
|
-
|
-
|
-
|
-
|
fast sweep that causes a HKD earth's most common way of getting HKDs
|
|
Jumping Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
very fast and safe normal our main air-to-air
|
|
j.B the projectile the projectile
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
slams the ground, although the punch itself has a hitbox that knocks down, hitting with it is very unlikely direction of the jump determines the angle of the slam hits OTG
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
our most used air normal has very high priority and is fast and damaging making it an excellent jump-in normal
|
|
j.D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
10
|
High
|
-
|
-
|
-
|
-
|
-
|
Air kick that knocks down aerial opponents
|
|
Chain Specific Normals
5B/2B > 5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
specials
|
-
|
-
|
-
|
-
|
a big attack that launches slightly
|
|
far 5D ~> D bonk bonk
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
an overhead kick followup very good tick throw setup
|
|
2A -> 2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
2B only hits once instead of three times
|
|
Throws
A+D Forward Throw the 3rd coolest throw in the game the 3rd coolest throw in the game
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Throw
|
N/A
|
-
|
-
|
-
|
-
|
Earth hugs the opponent and covers them in his wings hitting them a lot of times and you know what let's not try to imagine what he's doing in there
|
|
B+D Back Throw the 4th coolest throw in the game the 4th coolest throw in the game
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Throw
|
N/A
|
-
|
-
|
-
|
-
|
earth lifts the opponent and throws them back
|
|
Sword Series Slash (Dust)
5B+C Standing SSS
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
N/A
|
-
|
-
|
-
|
-
|
Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
|
|
2B+C Low SSS
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Low
|
N/A
|
-
|
-
|
-
|
-
|
Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
|
|
Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.
|
|
Special Moves
236A/B/C 236AB/C 236AB/C 236AB/C ~> 2D 236AB/C ~> 2D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
advancing elbow attak button determines startup, range and damage
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
overhead followup that launches slightly can cancel into SOT
|
|
214A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Grab
|
level 3
|
-
|
-
|
-
|
-
|
Earth's main command grab button determines distance, only grabs at the end of the dash can be low parried or jumped
|
|
41236D 623A/B/C followup 623A/B/C followup
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Grab
|
N/A
|
-
|
-
|
-
|
-
|
Command grab with short range but grabs frame 3 causes a HKD regardless if the followup is used
|
|
623A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
a rising command grab that deals a lot of damage and causes a HKD while the start is invulnerable the rest of it is not, meaning a few high jump-ins can punish it button determines angle conditioning the opponent to jump in either offence or defence can lead to easy reads for relatively great advantage, since it stops neutral play and puts earth in a perfect position for his vortex plays. However earth cannot do anything until he hits the ground on whiff. So it can be heavily punished if spammed
|
|
22A/B/C/D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
-
|
N/A
|
-
|
-
|
-
|
-
|
an average but sometimes useful teleport options after it are few and easily counterable but can bypass projectiles happy opponents
|
|
Super Moves
Level 1 Supers
236-236A/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!
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
N/A
|
-
|
-
|
-
|
-
|
very very short attack that on hit initiates a sequence ending in a knockdown while it can be used as a reversal, it can't reliably punish jump-ins it's range is so short that most BNBs can't end with it
|
|
214-214A/B/C 214-214A/B/C 214-214A/B/C 214-214A/B/C ~> 214A/B/C 214-214A/B/C ~> 214A/B/C 214-214A/B/C ~> 214A/B/C ~> 623AB/C 214-214A/B/C ~> 214A/B/C ~> 623AB/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
N/A
|
-
|
-
|
-
|
-
|
similar to 41236D but is invulnerable at the start and starts a rekka finishing the rekka is free and recommended until learning harder advanced combos that only use parts of it
|
|
Level 3 Super
A B C D after a succesful 214A/B/C Uh oh Uh oh you're dead you're dead Drabon ball Z Drabon ball Z
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
N/A
|
-
|
-
|
-
|
-
|
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% attack that can be accessed with one mix up
|
|
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