Azure Night Sky/Gaunt

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Story

Introduction

Archetype: Grappler/Meter Management


Strengths Weaknesses
  • MASSIVE Damage: By far the highest dmg output in the game. Gaunt has multiple viable 2 taps and tods, that only get stronger as he levels up.
  • Command Grab: 214L/M/H is an easy way to open up an opponent. At Azure Charge level 2 it can even be used for combos. The heavy version does massive damage and has armor.
  • Level 3: At max level Gaunt becomes the best character in the game, being able to kill and confirm from any hit, getting a fast airdash, combo starting projectile, armored combo starters and the best super in the game.
  • Offense: With frametraps, cg 214X, overhead 623L, low 2M and +4 on block 5M, Gaunt can easily vortex the enemy.
  • Anti-Air: Gaunt has some of best anti-airs in the game, 2L, 2S and 236H, all lead to high damage and are consistent. You can't jump against Gaunt.
  • Low Mobility: Gaunt has a very slow walkspeed and can't air dash. Because of this, it can be hard to aproach and evade projectiles.
  • Struggles During Early Game: Gaunt needs Azure Charge to access many of his better techniques, at level 2 being where he gets strong
  • Resource Reliant: Gaunt's has very usefull EX moves, but he also needs that meter to level up, making you constantly have to manage your meter.
  • Limited Range: Most of Gaunt's normals have weak range, meaning he has to use dash attacks often, this also weakens long range confirms.

Move List

NOTE: Damage is displayed as follows: x0.8 (no azure charge and no taunt) / x0.9 (1 charge) / x1.0 (2 charge or no charge and taunt) / x1.1 (3 charge or 1 charge and taunt) / x1.2 (2 charge and taunt) / x1.3 (3 charge and taunt)

Normal Attacks

5L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
4 / 5 / 5 / 6 / 7 / 7 Mid 6 - - +9 -
  • Party starter. Self chains for frametraps and easy hitconfirms
  • Limited range means it might not combo into 5L or 5M


5M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
7 / 8 / 8 / 9 / 10 / 11 Mid - - - +18 +4
  • Main hitconfirm tool, + on block so you can continue pressure


5H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
7 / 7 / 7 / 9 / 9 / 10 Mid - - - -4 dies
  • Has an inner hitbox and an outer hitbox. If the opponent touches the inner hitbox this move pulls them in, otherwise it pushes them away instead.
  • Combo tool but very unsafe on block, cancel into 214L or 236M to keep yourself safe


2L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
8 / 9 / 9 / 9 / 11 / 12 Mid - - - +78 -
  • Launcher and usuable anti air
  • Gaunt's main punish tool, high damage combo starter with a lot of hitstun, YOLO move aswell

2L 2S 2L 5M 2H 214H

  • Unsafe on block by itself, gattle into 5L


2M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
7 / 8 / 8 / 9 / 10 / 11 Low - - - +14 -
  • Gaunt's only low.
  • Strong in neutral and in combos, hit's OTG


2H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
11 / 12 / 13 / 15,8 / 16 / 17,10 Mid - - - +12 +5
  • Gains a projectile at Azure Charge level 3
  • As a starter it leads to massive damage
  • Is very + on block, use this to hitconfirm


j.L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
6 / 7 / 7 / 8 / 9 / 10 mid - - - +15 -
  • Jump in and air poke
  • Hits mid


j.M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
7 / 8 / 8 / 9 / 10 / 11 High - - - +15 -
  • Jump in and air poke
  • Hits high


j.H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
9 / 10 / 12 / 13 / 14 / 15 High - - - +22 -
  • Resets chain on hit
  • Has weirdly good scaling (120%)

Special Attacks

Body Toss
5S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
16 / 18 / 20 / 22 / - - - - +71 -
  • Low reward midscreen,launches away and let's you taunt/level up safely
  • Very scary near corner, becomes a combo tool
  • In the corner let's you setup taunt and still have time to hit them on wakeup.


Body Toss (Air)
j.S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
20 / 23 / 25 / 28 / - - - - - -
  • Air combo ender and ocasional air to air


Ground Smash
2S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
13 / 15 (Shockwave: 4) / 16 (Shockwave: 4) / 18 (Shockwave: 5) / - - - - +30 -
  • Shockwave size increases with charge level
  • At Azure Charge level 1, gains armor


Ground Smash (Air)
j.2S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
8 (4x2),16 / 5,4,18 / 5,4,20 / 6,5,22 / - - - - +5 -
  • Main air combo ender, gives a good knockdown
  • Ocasional high risk medium reward divekick in neutral


Dash Punch
623L or M or H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L 8 / 9 / 10 / 11 / high 20 - - +37 -
  • Block this overhead
  • All versions of this move destroy projectiles
M 10 / 11 / 12 / 14 / - - - - +35 -
  • Main combo filler, great starter
  • On level 2 gains armor and becomes a YOLO neutral tool
H 18 / 20 / 22 / 29? / - - - - +53 -
  • Armored, links into 5L always and into dash 2M on counterhit
  • In Level 3 it causes a slide kd and becomes a crazy good starter
  • Generally not worth the meter


Command Grab
214L or M or H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L 19 / 21 / 23 / 26 / - 5 - - +28 -
  • FAST
  • Side switches on hit, your go to grab before level 2
M 13 / 15 / 16 / 18 / - 12 - - - -
  • Becomes a launcher at level 2, so it can be used start or extend combos
H 30 / 34 / 37 / 41 / - - - - +14 -
  • Armored, high damage, make them fear you
  • Can be teched on reaction, weakning it as a reversal.


Bullet Sault
236L or M or H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L 5,20 / 6,23 / 6,25 / 7,28 / - - - - - -
  • Literally budget 236H
M 5,20 / 6,23 / 6,25 / 7,28 / - - - - - -
  • More usefull as a way to reposition.
  • Gains armor on level 2
H 5,31 / 6,35 / 6,38 / 7,42 / - - - - - -
  • Best anti air in the game, don't jump at gaunt
  • Can be OS teched without much risk, but weakens yout jump-in
  • Red Burst 236H deals absurd damage
  • Gains armor at level 1, making it a great get out jail card

Level 1 Ultimate Attacks

Azure Charge
236S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
- - - - - - -
  • What makes gaunt. You'll have to manage your meter a lot to use this effectively
  • Staggers on hit, allowing you to level up mid combo
  • Every time Gaunt levels up he gets +0.1x damage multiplier, +0.5 walkspeed and 2S shockwave grows

Level 1: 2S gains 1 hit or armor and 236H gets 1 hit of armor.
Level 2: 623M gets 1 hit of armor, 214M becomes a combo starter, 236M gets armor. Where the fun starts.
Level 3: Unlocks an airdash, 236S becomes a new move, 2H gets a projectile, 623H gets 5 hits of armor and slides on hit.


Charge-3
236S when Azure Charge is at level 3
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
- - - - - - -
  • A lazer punch that reaches full screen. Very fast
  • Amazing for long-range punishes and confirms
  • Do not get counter-hit by this

Level 3 Ultimate Attacks

All Out
63214S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
- - - - - - -
  • Reversal, input the followup after the hit


Followup to All Out
After All Out, 5L>5M>5H>5M>5H>2L>Burst
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
- - - - - - -
  • Deadly Rave
  • Needs burst to do the full thing, otherwise ends at the 2L, which you can combo off of
  • Highest damage move in the game
  • Resets you back to level 0 and leaves both of you midscreen
  • Not worth the meter but it's a great style move

Strategy

Fish for gold burst on round start then win the game.

Combos

  • 5L 5L 5M is your main hitconfirm, go into 5H on hit.

aircombo = j.L j.M j.H j.L j.M j.2S/j.5S Level 0/Universal

  • 5H 623M dash 2L 236L - Easy
  • 5H 623M dash 2L aircombo - Bnb
  • 623L/623M 2M 5H 623M dash 2L j.M land 5L 5M 5H 214L/214M - Overhead combo
  • 5H 623M dash 2M 2H 2S dash 2L aircombo - Optimal bnb

Level 2

  • 5H 214M dash 2S dash 2M 5H 623M dash 2L j.L j.M j.H j.L j.M j.2S - Bnb
  • 214M dash 214M dash 2S dash 2M 5H 623M dash 2L aircombo - Command grab Bnb

Level 3

  • 236H/236L 236S dash 214M 2S dash 2M 5H 623M dash 2L aircombo - Metered anti-air confirm.

TOD

  • 6321S 5L 5M 5H 5M 5H 2L 5L 5L 2M 5M 2H 623M 66 2L 6H j.M j.H [dl]j.M 2M 5M 2H 2S 214M j.L j.M j.2S Red Burst j.2S

Colors

1: Base
2: Fire themed
3: Broly

General
FAQ
Controls
HUD
System
Characters
Oath
Gaunt
Geovana
Order Oath
Mai