Theatre of Light/Vanguard

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< Theatre of Light
Revision as of 14:14, 17 March 2024 by Christophobia (talk | contribs) (created vanguard page, overview is done but needs improvement. movelist TBA)
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TOL VanguardPortrait.png
Archetype: Rushdown
Health Defense Multiplier:
  • Melee: x1.0
  • Ranged: x1.0
Stagger Defense Multiplier:
  • Melee: x1.0
  • Ranged: x1.0
Walk Speed: 14
Max Light: 3

Overview

Vanguard is a straightforward rushdown character who builds up her special "Matchlight" resource at the cost of her own health to inflict massive amounts of Burn on the opponent. She sports fast and wide sword attacks and good combos for many situations.

Playstyle
link

Vanguard sacrifices her own health to build up Matchlight, rush down the opponent, and light them ablaze.

Strengths Weaknesses
  • Gluttony: This Abnormality Page singlehandedly alleviates Vanguard's most prominent weakness, that being her self-damage, once she reaches Emotion Level 2. With this page, she can comfortably snowball rounds and gain stock leads with the net neutral or even positive health she gains from her many-hit combos.
  • Burn: Most of Vanguard's damage is heavily backloaded in the form of the Burn debuff, which, while unaffected by defense multipliers, can carry over into subsequent turns, ensuring they always take damage even if they hit you at some point.
  • Light Generation: Using SP in neutral, aside from stacking Matchlight, restores 1 Light to Vanguard. Using this Vanguard can easily stock up on Light without having to commit to hitting the opponent to end turns.
  • EZ-Bake Combos: Vanguard does not require tight execution or spacing to deal good damage to the opponent, and can confirm off of most hits through SP cancelling.
  • Self-damage: Without Gluttony or before reaching Emotion Level 2, having multiple stacks of Matchlight can cause a hefty amount of self-damage to yourself when you hit the opponent. If you choose against running Gluttony, Vanguard may have difficulty maintaining health or stock leads due to this.
  • Reliant on Matchlight: While Vanguard can stack Matchlight during combos, she generally needs preexisting Matchlight stacks in order to truly cash out on damage and Burn stacks. Running out on Matchlight in situations where you do not have the space to safely stack it back up will significantly decrease your ability to stay ahead in damage.

Move List

Normal moves

Gleaming Step
SP
TOL SamuraiSP.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
- - - 0 0 - - 0 0 0
  • Can be canceled into all of his moves except his parries.


Draw of the Sword
ATK
TOL SamuraiATK.png
Grounded
Grounded
TOL SamuraiATKair.png
Air
Air
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
Grounded 6 0.9 0.8 0 0 Melee - 21 3 13
  • Restores 1 light on hit.
Air 8 0.9 0.8 0 0 Melee - 16 1 21
  • Slash straight downwards.
  • Has high startup and poor range, but can be thankfully used during Gleaming Step, allowing you to extend off of it.


Slay
ATK~ATK
TOL SamuraiATKATK.png
Inconsistent my ass
Inconsistent my ass
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
4 - 0.8 1 0 Melee - 16 3 21
  • Cannot be done after air ATK.
  • Gives Samurai 2 strength next turn.
  • Usually a combo ender after S1 ATK, if not enough light is available for S2.


Overthrow
S1
TOL SamuraiS1.png
IIIII SEE THE CIIIRCLE
IIIII SEE THE CIIIRCLE
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 7 (normal)
  • 8 (sweetspot)
1 0.85 1 0 Melee - 21
  • 1 (normal)
  • 3 (sweetspot)
18
  • Has a sweetspot at the farthest point of the move that does a bit more damage, and more importantly, has more hitstun.


Deflect
S1 (hold)
TOL SamuraiS1 2.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
0 - - 1 0 - Block 11 27 33

Parry

  • Landing this refunds 2 light and cancels the recovery of the move.
  • Cooldown only starts if it's whiffed


Rising Blade
S2
TOL SamuraiS2.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
10 1.1 .9 2 0 Melee Evade 36 30 10


Psyches

To Claim Their Bones
S1~ATK
TOL SamuraiTCTB.png
Yield My Flesh to Claim Their Bones
Yield My Flesh to Claim Their Bones
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
10 + (damage reflected*2) 0.5 0.5 2 2 Melee - 11 27
  • 53 (whiff)
  • 60 (successful)

Counter Psyche.

  • Restores all light when landed.
  • Damage is based on damage taken times two, resistances unaccounted for.
  • Use this against strong, single-hit classes such as Charger and Assassin.


Wrathful Rave
S2 (hold), ATK>S2>ATK>S1>ATK>S1>S1
"How do I input Wrathful Rave?"
"How do I input Wrathful Rave?"
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
50 1 0.95 3 3 Melee Evade 11 27
  • 57 (whiff)
  • 38 (successful)
  • 150 (failed)

Deadly Rave.

Strategy

Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight