Mobile Suit Gundam: Ex Revue/CGelgoog

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Overview
Overview

A commander type variant of the Gelgoog, Char's Gelgoog is EX Revue's resident Guile function. Char's Gelgoog plays a strong long to mid-range game with a good fireball and a better flash kick, and some fittingly large normals. His flash kick gives him a good answer to most okizeme, but his normals suffer from a speed issue, and against characters who can play the same fireball game he can, Char's Gelgoog can struggle to open people up. His damage also leaves something to be desired as his gameplan doesn't lend itself well to stunning quickly, but his fireball game can more than compensate.

Playstyle
Pros Cons
  • Strong Zoning: Char’s Gelgoog has an incredible zoning game that can shut down offense from nearly every character on the roster.
  • Goes Infinite: Char’s Gelgoog has a corner-only infinite.
  • Hard to Pressure: Zero Crash, Char’s Gelgoog’s Flash Kick is an incredible reversal that can shake pressure with ease and is hard to punish.
  • Bad Against Better Zoners: If a character can force Char’s Gelgoog on the offense he won’t be able to do too much.
  • Has to Take Risks: In the corner Char’s Gelgoog needs to commit to easily punishable options to be threatening, although the reward is often very high.
  • Easy to Whiff Punish: Char’s Gelgoog’s C normals are very strong pokes, but one wrong read will leave Char’s Gelgoog wide open for a long time.
Gelgoog: Char
GXER Pilot Char.png

CGelgoog Portrait.png

Jumps: Two
Air Throw: Yes
Pummel Grab: No
Defense: 0


Normals

5A
GEXR cGelgoog 5A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - Yes

Fast, long and disjointed. Pretty solid jab for harassing walking, but unfortunately whiffs on crouching opponents.


cl.B
GEXR cGelgoog cl5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - Yes

C.Gelgoog's only close range button. Plus enough on hit to link a 5/2A or a 2B afterwards. Decent on block as well but the range on it is very short.


f.B
GEXR cGelgoog 5B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - Yes

Similar to 5A but a bit taller and a lot slower. Good anti-air from range or if you don't have a flash kick ready.


5C
GEXR cGelgoog 5C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - Yes

The breadwinner. Huge mid-range button, fairly slow but not terrible given the size. Terrible whiff on recovery. A core component of corner pressure and general fireball play.


2A
GEXR cGelgoog 2A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Low - - - - - Yes

C.Gelgoog's main low. Fairly average 2A for this game. Easily confirmed into a flash kick for a knockdown.


2B
GEXR cGelgoog 2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - Yes

Not a low despite appearances. Still a fairly strong button as it's fast, shrinks C.Gelgoog's hitbox on startup, goes over lows when it's active, and is fairly safe due to the pushback.


2C
GEXR cGelgoog 2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Low - - - - - Yes

C.Gelgoog's actual sweep. Hit at roundstart and sets up for a meaty fireball. Slow and extends C.Gelgoog's hurtbox well before it's active, so it's prone to getting thrown or outpoked.


Jumping Normals

j.A
GEXR cGelgoog jA.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- High - - - - - -

Fast jumping light. Decent disjoint but underwhelming angle for air-to-air, and not low enough for an instant overhead. Gets outshined by other jumping normals.


j.B
GEXR cGelgoog jB.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- High - - - - - -

Fairly long jump-in. Good speed and range for air-to-airing.


j.2B
GEXR cGelgoog j2B.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- - - - - - - -

C.Gelgoog's best air normal. Huge hitbox in the front and back, active for years, and about as fast as j.A. Combined with his double jump this button can be hard to block correctly.


j.C
GEXR cGelgoog jC1.png
GEXR cGelgoog jC2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- High - - - - - -

Big jump-in. Does huge damage if it lands and can cross up at some angles.

Special

[4]6A/B/C
GEXR cGelgoog Fireball.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - -

Half of his gameplan. Fireball with fairly quick recovery and a fast charge time. Decent damage both on hit on block. Most of C.Gelgoog's knockdowns let him meaty the opponent with this for some free chip or a 5C followup. A version is the slowest and the best for baiting jump ins or staying safe, C is the fastest, and B is somewhere in-between.


Zero Crash
[2]8A/B/C
GEXR cGelgoog DP.png
GEXR cGelgoog DP2.png
GEXR cGelgoog DP3.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - -

The other half. Very strong fully invincible DP, and C.Gelgoog's main anti air. It's fast enough some characters can't safejump it, and the tall hitbox for the last hit makes it hard to bait. Is also C.Gelgoog's main combo ender for 2A confirms.


Hyper-Kick
Mash X
GEXR cGelgoog Mash1.png
GEXR cGelgoog Mash2.png
GEXR cGelgoog Mash3.png
GEXR cGelgoog Mash4.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - -

Multi-hitting stabs. Fairly decent hitbox at first but degrades quickly, very fast for its size however, and does good chip damage. Pushes him out very far on block so it's hard to punish.


A+B+C
GEXR cGelgoog Spin.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
- Mid - - - - - -

C.Gelgoog spins his staff above head height. Decent anti air from time to time and leads to an infinite in the corner. Unreliable in combos midscreeen however due to the large pushback on hit. Not very safe on block either.

Combos/Setups

Type Inputs Position Damage Works on: Notes Video Example
Combo 2A*N xx [2]8X Any ? All Main confirm anywhere on the screen. Can add in a 5A before the flash kick if they're standing. Do as many 2As as distance allows. Link
Combo j.C 5C > [4]6A > [2]8X Corner Only ? All Big damage stun route in the corner. Delay the [4]6A slightly to make the flash kick a little easier. Link
Setup Throw > 6 > j.2B > cl.5B > 2B Any ? All Unblockable setup after a throw. With proper timing it hits meaty and they're set backwards towards you, making the cl.5B easier. Link
Combo A+B+C > 5A xx A+B+C > 5A*n Corner Only ? All Char’s Gelgoog’s infinite. Finnicky anywhere from beyond point blank but if you land it you win. Link

Colors

General
Hud
Controls
Characters
Acguy
Char's Gelgoog
Char's Zaku
Char's Z'gok
Dolmel
Dom
Gelgoog
Gouf
Guncannon
Gundam
Gyan
Zaku
Z'gok
Zeong