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
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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
he fly if you impute x and sonic homing attack with 214x
5D
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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Combos
we ain't doin that shit
Colors
Links
Detailed Frame Data