Spectral vs Generation/Welles

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Welles
Spectral VS Generation Welles Image.png
Health 450
Pre-Jump Frames 3
Play Style Rushdown, Mixup
Dash Type Run

Character Background

Race: Human
Motivation: Reconnaissance and to test his skills
Weapon: Twin Swords
Likes: Fighting
Dislikes: Boredom

Gameplay Overview

Playstyle

Welles, infamously dubbed "Brawl Meta Knight of SVG" by the community, is an extremely fast and agile character with the damage on even the most basic of his optimal combos able to deal over half the enemy's health and his approach game is some of the most varied in the whole game. He has an invulnerable dp that can be comboed into and off of and has ridiculous pressure and mixups, being able to kill opponents and break guards relatively quickly. His downside is that he is extremely weak to setplay, and he really needs to keep his momentum. He can only be played aggressively but with his ability to swoop in from full screen and take over a game, that isn't an issue.

Wells is a character who severely outclasses most of the cast because of his uncontested damage, pressure, and mobility. A Pixie character without many of the weaknesses it brings.
Pros Cons
  • Uncontested Damage Efficiency: Welles has the most consistent and highest damage efficiency of any character. All of his optimal combos are the most damaging of any existing combo without even having to spend meter. Even so, he has burstless Touch Of Deaths against half the cast with meter. Getting two touched by this character is extremely common.
  • Absurd Buttons: Welles' grounded normals are incredible, having strong pokes and letting him start pressure from much further than you'd expect. His air normals are also powerful, having access to strong air-to-air and air-to-ground options.
  • "What is a guard?": Welles' pressure is among the best due to his effortless pressure until his opponent's guard breaks, forcing them to either commit to a guard cancel for 1 bar or parrying correctly.
  • Zoners Hate Him!: The fastest run speed and the fastest super jump speed, Welles has extremely fast approaches from both the ground and the air, rendering most zoning attempts nigh-useless.
  • Best Burst Potential: Because of all the aformentioned pros, his burst potential is the best of the cast. Barely any scaling on his optimal combos, increased guard damage and endless meter burn for a limited time is way more than what he needs, but why not?
  • "What is defense?": Welles can only be played aggressively. While his DP's are good, they are incredibly weak to setplay such as Krayce 236C and Mayura icicles. Having no real way of creating or keeping space because of his sword normals having no disjoints either is also a detriment to playing anything but aggressively. It's all in for him, but unfortunately it's always in favor for Welles.
  • Honest Mids Welles: Outside of fundamental pressure with Instand Air Dashes and lows, Welles is extremely reliant on mids to either guard break the opponent or catching a mistake in neutral or pressure to start his combos.

Normals

Far Standing Normals

f.5A
Spectral VS Generation WellesFar5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 5 - - -

Welles swings his sword vertically, not the fastest but also not the slowest, when hit from max range it wont combo into 5b


f.5B
Spectral VS Generation WellesFar5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High/Low - 7 - - -

Welles swings his sword vertically, not as much horizontal range as Far 5a but is leagues bigger, hitting a large area in front of Welles
solid anti air option


f.5C
Spectral VS Generation WellesFar5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High/Low - 7 - - -

Welles swings both his swords in an x shape, shooting an x shaped sword beam for a short distance, has a bit of startup
useful if your enemy air techs near the ground


f.5D
Spectral VS Generation WellesFar5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 7 - - -

Welles does a roundhouse kick, same range as Far 5b and is about as fast so it can also be used as an anti air

Close Standing Normals

cl.5A
Spectral VS Generation WellesClose5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 4 - - -

Welles taps the enemy with the pommel of his sword, has fast startup and recovery, allowing you to tick throw with this


cl.5B
Spectral VS Generation WellesClose5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High/Low - 5 - - -

Welle swings his sword vertically down, is about as fast as Far 5b


cl.5C
Spectral VS Generation WellesClose5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High/Low Special/Super 6 - - -

Welles shoulder bumps the enemy, can be used to end combos to reset your turn and possibly tick throw, but in neutral or pressure if you are close enough to do this move you should probably do something else


cl.5D
Spectral VS Generation WellesClose5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low - 4 - - -

Welles knees the enemy, fast startup and recovery, can be used for tick throws

Crouching Normals

2A
Spectral VS Generation Welles2A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low - 3 - - -

Welles pokes the enemy with his sword, fast startup and recovery


2B
Spectral VS Generation Welles2B Image.png
This might just be the best normal in the game
This might just be the best normal in the game
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High/Low - 6 - - -

Welles reaches with both of his swords to poke the enemy, has amazing reach and is very fast, the farther away you hit it the less options you have to combo into, from max range it just doesn't combo


2C
Spectral VS Generation Welles2C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High/Low Special/Super 10 - - -

Welles swings his sword horizontally, has solid range and is fast, solid poke in the neutral but has awful scaling for combos


2D
Spectral VS Generation Welles2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Low - 4 - - -

Welles pokes the enemy with his foot, fast startup and recovery, can be used to tick throw. One of your main combo starters as it is a fast low that chains into your 5B -> 5B -> 5C normal chain

Jumping Normals

j.A
Spectral VS Generation Wellesj.A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High j.B 5 - - -

Welles holds his swords out pointing down, doesn't last long enough to warrant use over other air normals


j.B
Spectral VS Generation Welles8j.B Image.png
8j.B
8j.B
Spectral VS Generation Welles7 9j.B Image.png
7/9j.B
7/9j.B
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Neutral 30 High N/A 8 - - -

Welles swings his sword vertically up, is almost instant and has solid reach for how much space it covers

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Directional 60 High N/A 9 - - -

Welles swings both of his swords vertically up. Although 7/9j.B is literally just an extra hit of 8j.B that extra hit makes this one of the best air normals in the game


j.C
Spectral VS Generation Wellesj.C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High N/A 11 - - -

Exactly the same as Far 5c but in the air and aimed down forwards, one of your main jump in normals


j.D
Spectral VS Generation Wellesj.D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High N/A 8 - - -

Welles kicks right below him, can hit most opponents if done immediately when jumping forward, not used very much

Command Normals

3D
Spectral VS Generation Welles3D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 Low N/A 7 - - -


j.2A
Spectral VS Generation Wellesj.A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High - - - - -

Chain Specific Normals

Chain 5B
Spectral VS Generation WellesFar5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
13 High/Low Chain Normals/Special/Super - - - -


Chain 2B
Spectral VS Generation Welles2C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
13-15 High/Low Chain Normals/Special/Super - - - -


Chain 5C 1
Spectral VS Generation WellesChain5C1 Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24-27 High/Low Special/Super Special/Super - - -


Chain 5C 2
Spectral VS Generation WellesFar5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24 High/Low Special/Super - - - -


Chain 5C 3
Spectral VS Generation WellesChain5C2 Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
22-24 High/Low Special Special/Super - - -


Chain 2C
Spectral VS Generation WellesChain2C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24-27 High/Low Special/Super - - - -


Throws

A+D
Spectral VS Generation WellesGrab Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw N/A 4 - - -

Forward Throw
Both throws will end in a roundhouse kick in the direction of the throw


B+D
Spectral VS Generation WellesFar5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw N/A 4 - - -

Back Throw
Both throws will end in a roundhouse kick in the direction of the throw

Dust (Sword Series Slash)

5B+C
Spectral VS Generation WellesDust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
152 High N/A 31 - - -

Is an overhead.
Triggers an air chase when you press A.
To complete the air chase you must do AAABBBCCCD > 236D.


2B+C
Spectral VS Generation WellesLowDust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
152 Low N/A 31 - - -

Same as standing Dust but hits low.
Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.

Parry (Chaos Breaking)

A+B
Spectral VS Generation WellesParry Image.png
Standing Parry
Standing Parry
Spectral VS Generation WellesLowParry Image.png
Crouching Parry
Crouching Parry
Spectral VS Generation Wellesj.Parry Image.png
Jumping Parry
Jumping Parry
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.

Special Moves

Battle Gale Slice
236A/B/C
Spectral VS Generation Welles236X Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 30 High/Low Battle Thunder Combo/Super 8 - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 33 High/Low Battle Thunder Combo/Super 15 - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 35 High/Low Battle Thunder Combo/Super 19 - - -
Battle Thunder Combo
Battle Gale Slice ~> A/B/C
Spectral VS Generation Welles236X ABCFollowup Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
51 High/Low SoT/Super 12 - - -
Lightning Smash Kill
Battle Gale Slice ~> D
Spectral VS Generation Welles236X DFollowup Image.png
Your only real combo ender
Your only real combo ender
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 High N/A 18 - - -

Hits both overhead and OTG. You are always able to combo into this after a hard knockdown from either Gale Break or Slice Hurricane/Gale Successive Slices


Shining Break
623A/B/C
Spectral VS Generation Welles623A Image.png
The 8 ways from Sunday mixup
The 8 ways from Sunday mixup
Spectral VS Generation Welles623B Image.png
Spectral VS Generation Welles623C Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 50 High/Low Gale Break 12 - +4 -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 50 High/Low Gale Break 10 - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 50 High/Low Gale Break 6 - - -
Gale Break
Shining Break ~> 2A/B/C
Spectral VS Generation Welles623X 2ABCFollowup Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 High/Low N/A 16 - - -


Illusion Flash
214A/B/C
Spectral VS Generation Welles214X Image.png
This is Slayer on crack
This is Slayer on crack
Spectral VS Generation Welles214X2 Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 50 High/Low Super 17 - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 50 High/Low Super 20 - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 50 High/Low Super 23 - - -


Slice Hurricane
j.236A/B/C
Spectral VS Generation Wellesj.236X Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
80 High Gale Thunder Strike - - - -


Death Sword Dance
236D
Spectral VS Generation Welles236D Image.png
Remember that this has no invulnerability
Remember that this has no invulnerability
Spectral VS Generation Welles236D DFollowupImage.png
Death Sword Dance ~> D
Referred to as Double Jump
Death Sword Dance ~> D
Referred to as Double Jump
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
N/A N/A Double Jump/Gale Successive Slices/Gale Thunder Strike - - - -


Gale Successive Slices
Death Sword Dance/Double Jump ~> A/B/C
Spectral VS Generation Wellesj.236X Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
80 High Gale Thunder Strike - - - -


Gale Thunder Strike
j.236D OR Death Sword Dance/Double Jump ~> 2D Or Gale Break/Gale Successive Slices ~>2D
Spectral VS Generation Wellesj.236D Image.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
j.236D 30 Low Super - - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Death Sword Dance/Double Jump ~> 2D 50 Low Super - - - -
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
Gale Break/Gale Successive Slices ~>2D 50 Low N/A - - - -

Super Moves

Level 1 Supers

Dark Baron
236236A/B/C
Spectral VS Generation Welles236236ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
131 High/Low N/A - - - -


Tornado Battle Fang
214214A/B/C
Spectral VS Generation Welles214214AB Image.png
Spectral VS Generation Welles214214C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
154 High/Low N/A - - - -
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
104-132 High/Low N/A - - - -


Another World
236236D
Spectral VS Generation Welles236236D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
153 High/Low N/A - - - -

Level 3 Super

Change The World
2363214A/B/C OR j.214214A/B/C
Spectral VS Generation Welles2363214ABC Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
276 High N/A Variable - - -

Welles leaps to the closest wall behind him before dive bombing the opponent like with his j.236A/B/C. On hit he performs a series of attacks that deal a large amount of damage that doesn’t scale too much, especially compared to other level 3’s. This is your main burst combo ended and you should always go for it if you can kill with it.

Strategy

Neutral

In neutral Welles has only 1 real goal, Get In. Due to how good moves like Welles' 2B, 623A, IAD j.B, etc are you can play a surprisingly effective footsies game, especially with how fast 623A causes you to approach. Due to how Welles' kit is you unfortunately cannot play defensively. You can at most get a life lead and force your opponent to approach, though this is in most cases an inferior strategy then simply applying pressure.

Offence (On Hit)

On hit Welles has a simple flowchart depending on what the hit was, usually getting broken down to what hit the opponent with the three most common outcomes being,

  • Can I confirm into 623A >> 623C?
  • Did I hit with j.236A/B/C or one of its variations?
  • Did I Dandy?

In the first case you simple do the normal Welles loop and adjust based on the current gamestate, such as if you can kill or not.
If you hit with j.236A/B/C or a variation of it you get a HKD which lets you 236A(Whiff) ~> D(OTG) as you don't have any better options due to Welles not having an Oki tool like a Krayce 236A/B/C for example.
If you did a Dandy you will want to go into a 214214A/B/C, with the version you use depending on spacing. After the super you again get a 236A(Whiff) ~> D(OTG).

HKD OKI

As stated above you do not have a be all Oki tool like some other characters. After a HKD you always do a 236A(Whiff) ~> D(OTG) if you can for extra damage, and if not you run a basic Oki based on where they are. This can range from a meaty 2D or cl.5C, to the various options you have from empty jump 2D to delayed air dash j.B/C. It will all depend on what the opponent is conditioned to expect, mix it up. Sometimes you can even get away with a Dandy Step on their wake up if you are sure they will DP.

Offence (On Block)

On block you will always, and I mean ALWAYS go into a 623A. 623A is +4 on block and leads to a built in mixup with there being a multitude of options. What options you want to choose will vary based on the matchup as some characters have more possible outs to your 623A pressure but as a rule of thumb Guard Cancel is what people will universally use to get out of your pressure.

Defense

Defensively Welles is one of the best characters in the game having not only a true DP, but his Dandy Step is completely invulnerable when dashing away with variable timing for the hit based on which version you used. Due to his DP being SoT'able and leading to insane damage on hit, offence against Welles requires specific tools in order to be effective, such as Krayce 236A/B/C, Hiro 214D, or anything that Welles is unable to DP or Dandy Step out of.

Combos

Need help reading the combos? Check out the Glossary for explanations on notation and game specific terms! All damage values tested against Hiro.

Chain Combos

Chain Combo Total Damage Notes
fluff
fluff
fluff

BnB Combos

Combo Total Damage Notes
The Only Welles Combo You Need
Starter > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D Dmg will vary The only Welles combo you ever need. The amount you want to extend this combo will vary based on your meter and the opponents health. All variations of this combo will all end in either the 236A(whiff)~>D or will turn into a burst combo. You can also do a 623C > SoT >> j.236A/B/C >> 236A(whiff)~D if you are still learning the standard version.
The Best Meterless Combo
Starter > 623A >> 623A >> 623C >> 5B -> 5C > 623A >> 623C ~> 2A/B/C >> 236A (whiff) ~> D Dmg will vary The optimal meterless version of the Welles loop that you can still extend with meter if you wish. This is a situational route that won’t work on all characters. None the less this version deals great damage and builds a lot of meter for no real cost save for not working on some characters consistently or not at all. Works fully on Hiro, Hiro2 and Jadou2. On Jadou, Krayce, Orochimaru, and Mayura you are able to get the 2 623A's but you can't get the 623C >> 5B link without SoT
The Dandy Step Combo
214A/B/C > 214214A/B >> 236A (whiff) ~> D 204 The only other combo you really need to know in order to maximize the reward off of a dandy step, considering how good of a reversal it is.
Two Bar BnB
2B -> 5C > 623A >> 623A >> 623C >> [5B -> 5C >623A >> 623C SoT]x3 >> 5B -> 5C > 623A >> 623C ~> 2A/B/C 421 2 bar start H2/J2 ToD. Because why would you need to use 3 bars to ToD when you only need to use 2?
j.C >> cl.5C > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C > SoT > Burst(whiff) >> {5B -> 5C > 623A >> 623C > SoT}x2 >> BackDash >> 2363214C 512 Burst tod. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Will 100% any character in the game, even Hiro.
Three Bar BnB
2B -> 5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D 432 Jadou2/Hiro2 tod combo. Requires you to have a full 3 bars by the time you do the first SoT
j.C >> cl.5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D 457 Welles/Roze tod combo. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Requires you to have a full 3 bars by the time you do the first SoT
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2