Earth
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|
Health |
500
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Pre-Jump Frames |
4
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Play Style |
Grappler
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Dash Type |
Run
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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
Gameplay Overview
Playstyle
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.
Earth is the grappler of SVG, boasting high damage utilizing highly commital reads |
Pros |
Cons |
- Powerful Vortex: Earth has access to very strong damage with little meter usage thanks to most of his command grabs being comboable. Alongside that, Earth has strong command grab set-ups that leads to hard knockdowns. On oki, he has meaty cl. C that cannot be parried and forces your opponent to respect your strong mixup options, and all of them ends up in a hard knockdown, which means you get to do it again.
- Omnipotent God: Should all go to plan, Earth boasts strong and consistent damage that can easily do more than half his opponent's HP with little to no meter, depending on if they're midscreen on in the corner. This makes Earth very potent in snowballing and even comebacks.
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- Holy Gods Only: All of Earth's options are extremely commital and very punishable on whiff. Most of his options requires SOT-cancels to be safe. Earth needs to make several good guesses across the match against a cast with several unfair characters, and his grabs are his only real good mixup options. As such, Earth relies on intensely strong reads in a game where most of the cast can just brute force their way in.
- System Mechanics Hater: Low Parries have an interesting property of being completely immune to all types of throws in this game. This works against everyone in the cast, but Earth is mostly affected by it because of his commital gameplan.
- Defense Woes: Earth doesn't have the best defense or mobility of the cast. Having a very slow and awkward air dash, sluggish and very telegraphed teleport, a non-invincible anti-air special (623A/B/C), and very poor air-to-air capabilities. Earth usually has to let his opponent approach him and do their pressure before he himself can start his gameplan. After that, his only 2 consistent defensive options are guard cancels and his 214214A/B/C.
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Normals
Far Standing Normals
5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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Mid
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Specials
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6
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-
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-
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-
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quick slash. while the slowest 5A in the game, it has above average range and stun
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5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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35
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Mid
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Specials
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9
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-
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-
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-
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earth's second longest normal in the game your preferred ground poke
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5C i was too far and tried Cl.5C i was too far and tried Cl.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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65
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Mid
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Specials
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10
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-
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-
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-
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very short and laggy but more useful than it looks wallbouces on hit, which can be used in certain combos for absurd extra damage destroys projectiles, but only high ones, isn't useful besides looking pretty cool
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5D where you backdashing, son? where you backdashing, son?
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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Mid
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Specials
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22
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-
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-
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-
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Earth slides a long distance and does a low kick. Startup can be canceled into any special, super or dust, which lets you close some distance and grab unsuspecting opponents. Beware of mashing.
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Close Standing Normals
cl.5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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35
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Mid
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Specials
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4
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-
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-
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-
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Earth's fastest normal and is present in most combos destroys crossups because of its speed and angle has a weird range where you can get the close normal, but it will still whiff
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cl.5C get used to this sprite get used to this sprite
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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65
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Mid
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Specials
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9
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-
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-
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-
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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
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cl.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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Mid
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Specials
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7
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-
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-
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-
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fast low kicks can be used as a tickthrow
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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Low
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-
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5
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-
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-
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-
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|
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2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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45
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Mid
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Specials
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6
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-
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-
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-
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3 fast punches is mostly a (mediocre) anti-air since it's hard to hit a grounded opponent with it. You will die if you whiff this.
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2C yes, it's that long yes, it's that long
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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65
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Mid
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Specials
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12
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-
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-
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-
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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
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2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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Low
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Specials
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7
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-
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-
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-
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fast sweep that causes a HKD earth's most common way of getting HKDs
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Jumping Normals
j.A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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High
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-
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6
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-
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-
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-
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very fast and safe normal our main air-to-air
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j.B the projectile the projectile
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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40
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High
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-
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18 / 21
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-
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-
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-
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slams the ground, although the punch itself has a hitbox that knocks down, hitting with it is very tricky direction of the jump determines the angle of the slam hits OTG is neither a normal nor a projectile... don't question it
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j.C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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65
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High
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-
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13
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-
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-
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-
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our most used air normal has very high priority and is fast and damaging making it an excellent jump-in normal
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j.D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High
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-
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10
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-
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-
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-
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Air kick that knocks down aerial opponents
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j.2X Akuma wishes he was this cool Akuma wishes he was this cool
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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Hard to punish, slow start up divekick(divepunch?) that gives HKD. Does a brutal amount of damage to the opponents guard bar. Easy to react to if expected, so don't spam this.
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Chain Specific Normals
5B/2B > 5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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22-32
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Mid
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specials
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11
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-
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-
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-
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a big attack that launches slightly
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far 5D ~> D bonk bonk
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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48 (20, 28)
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High
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Specials
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19
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-
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-
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-
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an overhead kick followup very good tick throw setup
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2A -> 2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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15
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High
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-
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6
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-
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-
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-
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2B only hits once instead of three times. 5A and 2A push the opponent to far back for this to connect.
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Throws
A+D Forward Throw the 3rd coolest throw in the game the 3rd coolest throw in the game
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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83
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Throw
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N/A
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-
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-
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-
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-
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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
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B+D Back Throw the 4th coolest throw in the game the 4th coolest throw in the game
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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70
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Throw
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N/A
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-
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-
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-
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-
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earth lifts the opponent and throws them back
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Sword Series Slash (Dust)
5B+C Standing SSS
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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148
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High
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N/A
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-
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-
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-
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-
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Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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2B+C Low SSS
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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148
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Low
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N/A
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-
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-
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-
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-
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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.
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Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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-
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-
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-
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-
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-
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-
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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.
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Special Moves
God Cleansing 236A/B/C
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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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A
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30
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Mid
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Heavenly Light, Super
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15
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-
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-
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-
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advancing elbow attack startup and distance traveled depend on button used
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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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B
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33
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Mid
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Heavenly Light, Super
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17
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-
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-
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-
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advancing elbow attack startup and distance traveled depend on button used
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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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C
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35
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Mid
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Heavenly Light, Super
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19
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-
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-
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-
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advancing elbow attack startup and distance traveled depend on button used
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|
Heavenly Light God Cleansing ~> 2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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32
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High
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SoT
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24
|
-
|
-
|
-
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overhead followup that launches slightly can cancel into SOT
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|
God Raging Claws 214A/B/C
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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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A
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43
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Grab
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level 3
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22
|
-
|
-
|
-
|
Earth's main command grab and his only way to use his level 3 super Button determines distance only as damage will always stay at 43. Only grabs at the end of the dash can be dodged with a low parry or jumped
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Version
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Damage
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Guard
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Cancel
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Startup
|
Adv Hit
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Adv Block
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Chain Adv Block
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B
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43
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Grab
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level 3
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27
|
-
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-
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-
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Earth's main command grab and his only way to use his level 3 super Button determines distance only as damage will always stay at 43. Only grabs at the end of the dash can be dodged with a low parry or jumped
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Version
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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C
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43
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Grab
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level 3
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32
|
-
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-
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-
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Earth's main command grab and his only way to use his level 3 super Button determines distance only as damage will always stay at 43. Only grabs at the end of the dash can be dodged with a low parry or jumped
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Holy Explosion Fist 41236D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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90
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Grab
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Dimensional Warp, Final Judgement
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4 (yes, 4!)
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-
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-
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-
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Command grab with short range but grabs frame 3, can cancel specifically into Final Judgement but only during the first strike
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Dimensional Warp Holy Explosion Fist ~> 236A/B/C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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29
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Grab
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N/A
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X
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-
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-
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-
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Follow up to command grab, will hkd
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|
Funeral Procession 623A/B/C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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85
|
-
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-
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9 / 9 / 9
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-
|
-
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-
|
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
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|
Wings of Flight 22A/B/C/D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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N/A
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-
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-
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17 / 17 / 17 / 17
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-
|
-
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-
|
an average but sometimes useful teleport options after it are few and easily counterable but can bypass projectile happy opponents
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Super Moves
Level 1 Supers
Final Judgment 236236A/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!
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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130
|
Mid
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N/A
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62
|
-
|
-
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-
|
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 can be done after a 41236D command grab or after a wallbounce
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Heaven and Earth Switch 214214A/B/C Overcosted for that Pot Buster range Overcosted for that Pot Buster range Heaven and Earth Switch ~> 214A/B/C Heaven and Earth Switch ~> 214A/B/C Heaven and Earth Switch ~> 214A/B/C ~> 623A/B/C Heaven and Earth Switch ~> 214A/B/C ~> 623A/B/C
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
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Chain Adv Block
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65+23+90
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Mid
|
N/A
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50
|
-
|
-
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-
|
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 stopping at the second part of the rekka will guarantee a corner combo if done close enough
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|
Level 3 Super
Condemnation God Raging Claws ~> A->B->C->D Uh oh Uh oh you're dead you're dead Drabon ball Z Drabon ball Z
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Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A lot
|
Mid
|
N/A
|
X
|
-
|
-
|
-
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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 scales, but unscaled it deals ~70% damage. Essentially, earth has an ultra safe Akuma raging demon that deals 70%, only consumes meter on hit, and can be accessed with one mix up If you're struggling with getting it out, press the buttons slowly and try to time D to be right before/during the last slam of the command grab.
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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.
Neutral
Offence (On Hit)
====HKD OKI==== see close 5.C
Offence (On Block)
===Defense=== either pray, or guard cancel.
Combos
Chain Combos
Basic Combos
Combo
|
Total Damage
|
Notes
|
Meterless BnB
|
jC > 5A > 5B > 214A
|
|
|
jC > 5A > 5B > 236A > 2D
|
|
|
jC > cl.C > 236C > 2D
|
|
Harder to time compared to 5A > 5B but gives more damage.
|
(Corner Only) 9C > 5A > 5B > 5C > 623C
|
|
|
1 Bar BnB
|
jC > 5A > 5B > 236A > 2D SOT > B+C (AAABBBCCDD > 236D)
|
|
Returns 1.3 meter after finishing the combo.
|
jC > 5A > 5B > 236A > 2D SOT > 623C
|
|
Does more damage than the dust combo but returns less meter.
|
jC > cl.C > 236236B > 8B OTG
|
|
Does slightly more damage than the last combo and gives a HKD.
|
214-214C > 214C > 623C
|
|
|
jC > 5A > 5B > 236A > 2D SOT > 5D > 5B > 623C
|
|
Big one bar damage.. requires proper timing to land midscreen.
|
(Corner Only) 214-214C > 214C > 5C > B+C (AAABBBCCDD > 236D)
|
|
Space yourself out so you get far 5C instead of cl.C.
|
(Corner Only) jC > 5A > 5B > 236A > 2D SOT > 5C > B+C (AAABBBCCDD > 236D)
|
|
Space yourself out so you get far 5C instead of cl.C.
|
2 Bar BnB
|
jC > 5A > 5B > 236A > 2D (SOT) > 5D > 5B > 236236A > 8B (OTG)
|
|
Big damage + okizeme
|
(Corner Only) 214-214C > 214C > 5C > 236B > 2D (SOT) > 5C > B+C (AAABBBCCCDD > 236D)
|
|
Returns about 1.5 meter after finishing the combo.
|
3 Bar BnB
|
jC > 5A > 5B > 214A > ABCD
|
|
Easy burst damage + HKD. Use to kill since you will deplete all of your meter.
|
Burst BnB
|
(Corner Only) jC > cl.C > 236C > 2D (SOT) > 236C > 2D (SOT) > Burst 236C > 2D (SOT) >
5C > 236C > 2D (SOT) > 5C > 236C > 2D (SOT) > 5C > B+C (AAABBBCCCDD > 236D)
|
|
Requires a 1 bar burst. Returns 1.2 meter after finishing the combo.
|