Overview
Playstyle
L-Tyrant is a grappler with the focus on attempting to close the gap with his opponent in order to deal devastating damage. |
Pros |
Cons |
- High Health: L-Tyrant has 50 more health than average.
- Damage: L-Tyrant's damage is exceptionally high whenever he has a super stocked, and is quite solid even without.
- Range: Tyrant has long range on quite a few buttons which allow him to pressure opponents from quite far away.
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- 5 Framer: Tyrant's fastest normal is 5 frames.
- Mobility: L-Tyrant does not have a great dash or any extra mobility.
- Large: Pretty big compared to the rest of the cast, meaning moving around in neutral is more difficult and he gets mixed harder.
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Statistics
Trait
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"ENCROACHING RULE": TYRANT gains a buff after a certain amount of time has elapsed, reduced by hitting with various attacks. While buffed, his movement speed is increased, and his Craze Technique and Special Moves gain additional properties.
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Health
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1050
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Mobility
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Dash
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Move Overview
Universal Mechanics
Craze Tech
Combos
Condition
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Notation
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Damage
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Notes
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Normal starter, grounded opponent
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- 5B > 5C > 6C > 623A, 5B > 5C > 9C, 2A > 2C > 3D
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274
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[? (Video)] |
Grounded BNB. If you get a ground hit outside of 6C range you won't have any followup outside of fireball super. You can cancel 3D into 623A or supers for more damage, but this gives a worse kd. |
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2D starter, air opponent
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- 2D > 9C > 214D, 6C, 2A > 2C > 3D
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255
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[? (Video)] |
Basic combo from your best grounded antiair. On a trade you might be able to pick up with 2C into a small combo instead. |
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Grounded starter, Dire counter
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- (Dire CH) 5B > 5C > 6B > 624A, (j9B > dl.C > land), 5B > 5C > 9C > 214D, 6C, 2A > 2C > 3D
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368/382
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[? (Video)] |
You should route your dire ch hits through 624a if you're in range. You can do the jump extension if you aren't near the corner. If you're too far for this, you can use the next combo. |
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623C starter, Dire counter
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- (Dire CH) 623C, j9B > dl.C > land, 5B > 5C, 5B > 5C > 623A (second dire), j9B > dl.C > land, 5B > 5C > 9C > 214D, 6C, 2A > 2C > 3D
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416
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[? (Video)] |
The portion after the second dire is what you do from a far dire hit with a normal. |
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Misc
After forward throw, run up and do 5B. After back throw, jump and do jD. On a DP or super punish, 236A starter into the 624A route gives the most damage.
Battle Craze Navigation