Story
Introduction
Playstyle: Puppet
Health: 900
Strengths |
Weaknesses
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- Expunge: Expunge's existence helps Buddy and Pal's mixup game, giving them an (what seems to be at the time) unblockable. Lock them down with a Pal move (ideally 236X) and use Expunge to get an (what seems to be at the time) true unblockable
- Useful specials: Specials overall are good at many things (expect for 623C), 236X for pressure, 214X for neutral, and 624C for surprise attacks.
- Potential Damage: Using Beatdown in a combo stuns and locks the opponent in front of you. This allows you to start up a combo and deal close to 400, for a mere 1.5 meter cost.
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- Where are my buttons: You have only two normal buttons as Buddy, leaving you with less tools.
- What is my defense: You have only 46C as an defensive option, which can be chased down and punished. Pal stole your DP.
- Stubby: Your biggest normals are outdone by other normals.
- Slow: Pal's buttons are slow, making him vulnerable to taking damage.
- Easily crippled: If Pal gets downed, you're VERY crippled in terms of moveset.
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Buddy is a unique character who can command a shadow creature named Pal. By making effective use of Pal, you can create some crazy setups that allow you to effectively attack in two places at once.
Pal
This is Pal. Say hello to Pal. HELLO PAL
Pal is going to help you beat people up. He can move around freely and has his very own moveset separate from Buddy.
- Pal can be summoned to your current location by pressing 5C. Press 5C again to desummon him.
- Move Pal by holding 1 or 3. Pal can move at any time while he's in neutral.
- Pal cannot move vertically. If he is summoned in the air he will stay there until he is summoned again.
- When Buddy is in neutral, he can issue attacks to Pal. When given an attack, Pal will perform it from his current location.
- While Pal is attacking, Buddy is free to do whatever.
- All Pal attacks consume the Pal Bar. (explained below)
- If a Pal attack is inputted while Pal isn't out, this will summon him and he'll perform the attack immediately.
- You can use taunts to cancel Pal's action. This has no real use other than putting him vertically upwards. This may be useful later.
Pal Bar
You may have already noticed this little thing above your meter.
This is the Pal Bar. It basically functions as Pal's health. If it hits zero Pal will become temporarily unavailable. Buddy doesn't have a whole lot he can do on his own, so try to make sure that doesn't happen.
- The bar recovers over time when Pal is not out.
- When Pal attacks, he will consume some of the bar. (exact amount depends on attack)
- Pal can get hit just like Buddy. If Pal is hit he will lose some of the bar.
- If the bar reaches zero or below, Pal will desummon automatically. He cannot be summoned again until the bar is completely full.
- Pal's attacks cannot cause the bar to go below zero. If he does not have enough for an attack, he will consume whatever he has left.
- Enemy attacks, however, CAN cause the bar to go below zero, which means Pal will take longer to recover.
Move List
Normal Moves
5A
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Damage
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Startup
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Active
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Recovery
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Block Advantage
|
Guard
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Attribute
|
10
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-
|
-
|
-
|
-
|
Mid
|
Strike
|
|
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5B
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
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Guard
|
Attribute
|
15
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-
|
-
|
-
|
-
|
Mid
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Strike
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A slash. Not a neutral tool.
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2A
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
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Guard
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Attribute
|
10
|
-
|
-
|
-
|
-
|
Low
|
Strike
|
|
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2B
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
|
Attribute
|
15
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-
|
-
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-
|
-
|
Low
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Strike
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A low slash. Your grounded Buddy neutral tool.
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j.A
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Damage
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Startup
|
Active
|
Recovery
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Block Advantage
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Guard
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Attribute
|
10
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-
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-
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-
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-
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High
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Strike
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A jumping kick. Potentially used as a air-to-air.
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j.B
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Damage
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Startup
|
Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
15
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-
|
-
|
-
|
-
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High
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Strike
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A air slash. A good jump in, has a bug where if Buddy uses it after certain situations (say, airdashing), you're stuck mid air.
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Pal's Normal Moves
All attacking Pal normal use 15% Pal Bar.
Summon! 5C
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
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Attribute
|
0
|
-
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N/A
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N/A
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N/A
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N/A
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N/A
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If Pal isn't out, this summons him at your position. If pal is out, this desummons him. Cannot be used in the air, if you try Pal will do j.C instead.
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4C
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
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Guard
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Attribute
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45
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-
|
-
|
-
|
-
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Mid
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Projectile
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Slow but long and damaging slash. Actually not that hard to combo into. With careful timing this can bounce the opponent back and forth between Pal and Buddy, at least until you run out of pal bar.
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2C
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Damage
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Startup
|
Active
|
Recovery
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Block Advantage
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Guard
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Attribute
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45
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-
|
-
|
-
|
-
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Low
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Projectile
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A sweep that moves Pal forward. Mostly just used for mixups.
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j.C
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
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Guard
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Attribute
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45
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-
|
-
|
-
|
-
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Mid
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Projectile
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Vertical slash. Reaches very high. Good anti air like most 2Cs are. Also a launcher. And yes, this is not 8C. It's j.C. You can only do this mid air- and this is your only pal normal in the air.
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6C
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
|
30x2 (60)
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-
|
-
|
-
|
-
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Mid
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Projectile
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Pal slashes forward twice. Both move him forward. The two attacks do not combo together on their own, Buddy will need to keep the opponent busy between hits.
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Universal Mechanics
Throw 4A
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Damage
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Startup
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Active
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Recovery
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Block Advantage
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Guard
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Attribute
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20, 30 (50)
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-
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-
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-
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-
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Unblockable
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Throw
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A generic throw. Buddy trips and kicks the opponent.
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Overhead 6B
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Damage
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Startup
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Active
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Recovery
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Block Advantage
|
Guard
|
Attribute
|
35
|
-
|
-
|
-
|
-
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High
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Strike
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A generic overhead. Buddy does a overhead slash. Can be cancelled from.
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Special Moves
Evasion 46C
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
0
|
-
|
N/A
|
N/A
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N/A
|
N/A
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N/A
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Buddy jumps above the opponent. Used as a escape tool, but can be punished easily despite that.
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Expunge 41236C
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
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Guard
|
Attribute
|
50x2 (100)
|
-
|
-
|
-
|
-
|
Unblockable
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Throw
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Buddy's command grab. Buddy winds up, stabs the opponent, and forces the tanto out of the opponent, knocking them back. Can set up unblockables with 236X!
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Pal's Special Moves
Rushing Shadows 236A or B or C (Air OK) Costs 20% Pal Bar. Costs 20% Pal Bar.
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
5x10 (50)
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-
|
-
|
-
|
-
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Mid
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Projectile
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Pal slashes multiple times. The fastest out of the meterless versions. Only hits five times, however.
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B
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5x15 (75)
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-
|
-
|
-
|
-
|
Mid
|
Projectile
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The slowest out of the meterless versions. Hits 10 times apposed to A, so you can get longer pressure.
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EX
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5x20 (100)
|
-
|
-
|
-
|
-
|
Mid
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Projectile
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Fast, and does 20 hits. Allows for easy lockdown.
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Black Wheel 214A or B or C (Air OK) Costs 20% Pal Bar. Costs 20% Pal Bar.
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
50
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Pal spins, cleaving his way through opponents. The fastest version, but doesn't cover as much ground.
|
B
|
50
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
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The slowest version, but covers more ground.
|
EX
|
30x3 (90)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Pal spins thrice, going back and forth.
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|
Rise from Darkness 623C (Air OK) Costs 34% Pal Bar. Costs 34% Pal Bar.
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
80
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Pal slashes upwards, going up as he does. This is not a DP. Pal does not have invuln.
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|
Fall from Grace 63214C (Air OK) Costs 34% Pal Bar. Costs 34% Pal Bar.
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
95
|
-
|
-
|
-
|
-
|
High
|
Projectile
|
Pal teleports above the opponent and slashes down. Not that useful despite it tracking.
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Willpowers
Beatdown 421A then press buttons (except D) to create a sequence
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
Start
|
0
|
-
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Only costs 1.5 meter instead of the usual 2
|
A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Contraband 236236B (Air OK)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
Buddy
|
100x2, 67 (267)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Pal
|
60x3, 41, 67 (288)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
|
Driving Force
Schizofrenzy 236236C (Air OK)
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
0
|
-
|
N/A
|
N/A
|
N/A
|
N/A
|
N/A
|
|
Resolve
Evernight 236236D
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
INSTANT K.O.
|
-
|
-
|
-
|
-
|
Mid
|
Throw
|
- THIS WILL NOT HIT IF USED RIGHT NEXT TO THE OPPONENT
|
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Combos
Colors