Theatre of Light/Knight

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Overview

Knight
TOL KnightPortrait.png
Archetype: Stance Rushdown
Health Defense Multiplier:
  • Melee: x1.0
  • Ranged: x1.0
Stagger Defense Multiplier:
  • Melee: x1.5
  • Ranged: x1.5
Walk Speed: 10
Max Light: 3

Knight is an oppressive rushdown character that constantly switches between his fists and sword stances to run a simple yet highly effective gameplan of getting in and hitting the opponent. Knight's strength lies in his unique switch cancel, which allows him to cancel his attacks into moves of the other stance for free at any time, including on whiff and even during the attack's startup. This pseudo-roman cancel like mechanic makes Knight able to easily confirm any of his hits into long, highly damaging and Light-efficient combos, as well as enables tricky tech that ensures he rarely gets punished for whiffing attacks.

Strengths Weaknesses
  • Never Punished: Knight's unique switch cancels allow him to cancel attacks into other moves in very tricky ways, allowing him to become virtually unpunishable at all times provided you can react to the opponent's options quickly enough.
  • Light Flexibility: Knight has some of the highest damaging Light-less combos out of the entire cast, and his damage ceiling only grows with how much Light you choose to cash out. This gives you the option to spend Light on movement options such as Sword S2, or go all out with combos that can easily deal half of the opponent's health or more.
  • Conversion Ability: Knight's switch cancel as well as the properties of several of his attacks allows him to convert just about any stray hit into a full, highly damaging combo.
  • Range: Knight's Sword moves sport great range and large hitboxes, and they can easily score hits on opponents when used in conjunction with his good mobility options.
  • Mobility: Knight has several mobility options including all of his Fists moves, Sword S2, as well as his unique Fist kara cancel technique. Using all of this, Knight can bolster his great offense with some tricky movement to boot.
  • Page Setups: Knight can comfortably run most of the Abnormality Pages in the game, enabling a diverse subset of playstyles from going for high damage or stagger damage to becoming an unkillable drain tank.
  • Ping: Due to Roblox's online netcode, playing Knight at a high level requires you to have low latency yourself, as many of his combos require links that may become much harder or even impossible at high latency.
  • Bad Combo Enders: Most of Knight's combo enders are quite mediocre, resetting you and the opponent to neutral at best and outright getting you punished at worst. Going for a safe combo ender that maintains your advantage will cause you to lose out on a good amount of damage most of the time.
  • Bad Stagger Extensions: Staggering the opponent at the end of a longer combo rarely nets you more than 10 extra damage, due to the growing Switch cooldown severely limiting your options.

Move List

Universal

Switch
SP
TOL KnightSP.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
- - - 0 0 - - 0 - Technically 0

Knight switches from one stance to the other. Character-defining tool in more ways than one, not only because it grants Knight access to both of his movesets, but also due to the amount of freedom it gives Knight in offense, defense, and neutral.

  • Can both cancel into any other move and be cancelled out of any move at (almost) any time, effectively making this move's recovery frames zero
    • This includes cancelling attacks into other moves on whiff or during their startup. Effective use of Switch in neutral and cancelling into evasive actions like backdash or Sword S2 can render Knight basically unpunishable at all times provided you can react to the opponent's options quickly enough.
  • Has a very short base cooldown, but each time you cancel into Switch in the same combo its cooldown increases incrementally
  • Cancelling a move and then immediately using another attack will maintain the momentum from the previous move used until your velocity gets updated by the new attack. This is particularly useful in conjunction with moves with fast dashes such as Fists ATK or S1, allowing you to kara cancel into slow Sword attacks to cover massive amounts of distance for free.


Fists Stance

Normal Moves

Triple Impact
ATK
TOL KnightFistsATK.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
2×3 (4) 0.9 - 0 0 Melee Magnet - - -
  • Damage is calculated from a raw ATK without buffs.

Knight rushes forward a short distance, delivering a triple punch upon contact with the opponent or reaching max range. Knight's fastest attack, and a very good one at that, serving as a good approach tool at close range, combo filler, and even a niche reversal in some cases.

  • Magnets the opponent in front of you during the attack
  • You cannot cancel this move into Switch during the triple punch. You can only do so either during the startup dash or after all 3 punches have come out.


Suppressor
S1
TOL KnightFistsS1.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
6 0.9 - 0 0 Melee - - - -

Knight does a small backstep then does a very quick forward dashing punch. Primarily used as combo filler, as the backstep by itself usually isn't enough to make your opponent's attacks whiff. S1 also has a use as a kara cancel tool due to the extremely fast forward dash.

  • As with all backstepping moves in TOL, you can effectively convert the backstep into another forward dash by quickly turning your camera away from the opponent, inputting S1, and then facing back towards the opponent. This is almost never used with this move however, due to the backstep not travelling far enough to warrant use of the camera flick.


Missile
S2
TOL KnightFistsS2.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
6 0.9 - 1 0 Melee - - - -

Knight does a longer dashing straight punch, sending the opponent flying on hit. This is one of Knight's few safe combo enders due to the high knockback, but due to its Light cost, it is generally not used as such. By cancelling into Sword attacks S2 can also be used as a combo extender that gives Knight a good amount of corner carry, however the launch speed of the attack can be inconsistent based on opponent latency, and its damage falls short compared to other combo routes.

  • Launches the opponent at a shallow angle on hit as well as applies high knockback
  • The hitbox does not extend to the very tip of the dash where Knight starts to slow down.


Psyches

Freightliner
ATK~ATK or S1~[ATK]
TOL KnightSuplex.png
Hope you like Undertale
Hope you like Undertale
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
8-16 1.0 - 2 2 Melee Magnet - - -

More commonly known as Suplex. Knight rushes towards the opponent. On hit, he grabs them, initiating a timing minigame in which a line moves across a bar and you have to press ATK again to time the follow-up suplex, in which Knight sends the opponent behind him with a crash. Depending on how precise you were at the timing minigame, the follow-up attack will gain different properties:

  • BAD! (dark grey sections): No additional effects. Prevents cancelling into Switch.
  • GOOD! (light grey section): Deals 1.25× base damage. Prevents cancelling into Switch.
  • PERFECT! (in between the light grey and yellow section): Deals 1.5× base damage. Allows you to cancel into Switch afterwards.
  • JUST PERFECT! (center of yellow section of the bar): Deals 2× base damage. Allows you to cancel into Switch afterwards, and additionally refunds 1 Light.


Generally you will find yourself using the ATK~ATK input for this attack, because trying to get a raw suplex from S1~[ATK], while highly rewarding, is predictable and risky, and it is too slow to combo from most Sword moves. Once you can comfortably land Just Perfect Freightliners on opponents, this psyche becomes an invaulable tool for cashing out on Light for massive damage, due to the light refund allowing you to extend combos further and even allowing you to do a second suplex or Dance of Death.

  • The magnet property on this attack allows you to reposition your camera during the timing minigame, allowing you to throw your opponent towards the corner.


Sword Stance

Normal Moves

Giant Swing
ATK
TOL KnightSwordATK.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
6 1.1 - 0 0 Melee - - - -

Knight swings his greatsword in a wide arc around him. A slow to start, but large and rewarding move to use in neutral. Also sees liberal use as combo filler due to it linking both into and out of Sword S1.

  • The short forward step that Knight does with the attack only happens after the attack's startup, making this attack particularly useful as a cancel option for kara cancel slides.


Behemoth Swing
ATK~ATK
TOL KnightSwordATKATK.png
Explode your opponent for the low low cost of 1 Light
Explode your opponent for the low low cost of 1 Light
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
8 1.2 - 1 0 Melee - - - -

Knight crashes his greatsword downwards, ejecting cosmetic debris from the ground. Sees use early on in combos where the combo isn't scaled enough to cause this attack to whiff, allowing for good damage even before Emotion 2 and 3. Behemoth Swing is also Knight's highest damaging starter if you manage to hit it raw, netting you very good damage if you choose to spend more Light afterwards.

  • Does not naturally link into S1, requiring you to either cancel into Switch to follow up or use Dance of Death.
  • May whiff against high latency opponents due to the forward step that Knight does with the attack potentially not lining up with the knockback speed from the prior ATK


Oust
S1
TOL KnightSwordS1.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
2 0.8 - 0 0 Ranged - - - -

Knight steps backwards while sending forth a mid-range slash projectile which vacuums the opponent inwards on hit. Despite its low damage, S1 is Knight's most important combo filler move, allowing you to stabilize combos from wacky hits or stall for your Switch cooldown due to the range and vacuum effect.

  • Links both into and out of ATK
  • You won't suffer from the stun caused by hitting Block frames if you hit the projectile at max range, possibly allowing you to follow up with Drive


Drive
S1~S1
TOL KnightSwordS1S1.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
8 0.8 - 1 0 Ranged Launch - - -

Knight steps forwards and fires another, stronger projectile. A key tool in stabilizing otherwise iffy combos due to its launching effect, and sees use near the end of combos where the hitstun is deeply scaled and your Switch cooldown is high. Can also be used as a niche okizeme option by whiffing the first S1 beforehand, allowing the second projectile to hit just after the opponent's wakeup invicibility wears off.

  • Can link into alternate input Freightliner (Fists S1~[ATK]), allowing you to bypass the otherwise heavy scaling that Fists ATK would have applied to the combo.


Advance
S2
TOL KnightSwordS2.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
- - - 1 0 Movement Evade - - -

Knight steps backwards, before kicking off the ground and leaping forward a great distance. Knight gains Evade frames from the start of the backdash to about halfway through the leap.

  • You can cancel this move into Switch at any point including during the backstep, allowing you to transfer the Evade to any of your Fists attacks. This effectively gives Knight an invincible reversal option for 1 Light, vastly improving his defense.
  • By turning the camera away from the opponent during the backstep before turning the camera back during the forward leap, you can greatly increase the range of this move. This can prove to be very useful in certain matchups like Gunner or against players sitting at the edge of the stage, as the Evade frames will allow you to plow through zoning attempts while closing the gap.
  • The distance of the forward leap is highly dependent on your current speed. If you have multiple stacks of Bind applied on you, the distance traveled will drastically decrease.


Psyches

Dance of Death
Any Sword move ~ S2
TOL KnightDOD.png
Hope you like rhythm games
Hope you like rhythm games
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
2×9, 4 [5×9, 10] 1.0 - 2 3 Melee Magnet - - -
  • Damage in square brackets denotes enhanced hit damage.

Knight does a blink forward, stabbing the opponent if they are in the way. If the attack connects with the opponent, Knight will perform a 10-hit combo attack, dealing low damage, before slashing the opponent away. Before each of the hits in this combo attack, pressing any attack button at a precise timing will increase the damage by around 2.5 times.
Knight's cash-out ender, being able to deal ridiculous amounts of damage and stagger damage, only limited by how many times you can nail the perfect timing window. Combined with Strength buffs from Abnormality Pages or stacking Fragile on the opponent, landing this attack well can easily set up for instant one-combo staggers and potentially TODs.

  • Knight flashes white when you get an enhanced hit.
  • You cannot cancel into Switch from this attack. The only way you can combo from this is if you stagger the opponent

Strategy

Disclaimer: This is a community-written page and may contain opinions that not all players agree with. Use at your own discretion.

Card Synergy

Knight is very versatile when it comes to Abnormality Cards, and can use most of them quite well aside from a few exceptions. Feel free to experiment with the cards and find setups that fit you and your preferred playstyle.

Emotion Level 1 Cards

Cocoon: Cocoon is generally a very good card for every character, but Knight is able to apply the maximum stacks of its debuffs consistently thanks to his long combos. Bind and Fragile are very good debuffs, allowing Knight to continue his pressure against the now crippled opponent and further enhancing the damage on his combos.

Meal: Meal is extremely potent when used in combination with Gluttony, being able to heal Knight for even more health even with his shorter Stagger combos, and being able to recover more than 50 health if he lands Dance of Death on a Staggered opponent. Outside of its synergy with Gluttony, Meal is not that outstanding of an option by itself, able to be used alongside Pale Hands for slightly increased uptime but being outclassed by other options due to Knight not being able to capitalize off of late Staggers in combos.

Scars: A good defensive option. The damage reduction helps against particularly volatile matchups like Brawler.

Violence: Violence is the Forsaken Murderer card that inflicts you with the least self-Bind, making it viable as a risky but rewarding RNG option. Has a noteworthy synergy with Predation, as the Haste provided by Predation counteracts the Bind caused by Violence.

Blood: While Knight's Evade skill (Sword S2) is highly effective, Blood still proves to be too situational to use often, and the Stagger damage benefits can easily be achieved by running Pale Hands instead.

Metallic Ringing: Gets outclassed by Cocoon in more ways than one. Knight does not need the extra safety provided by inflicting Paralysis on the opponent, and can opt for pages like Scars or Cardless for more consistent defensive benefits. Metallic Ringing also inflicts self-Bind, which causes Knight's most readily accessible gap-closers to drastically drop in effectiveness.

The Fairies' Care: Has outright anti-synergy with Knight's kit and playstyle. Knight isn't able to cycle through turns quickly to benefit from this card because of his long combos, and the chance of extra damage malus does not help this card's case.

Emotion Level 2 Cards

Gluttony: Knight's signature best card option for Emotion 2. With how long Knight's combos can get and the amount of hits they deal, Gluttony allows you to easily heal for upwards of 20 to 30 HP each time he lands a hit. Combined with Knight's neutral HP damage multiplier, Gluttony can easily win you the damage race by invalidating the last few seconds of damage the opponent dealt to you as long as you can land your confirms.

Pale Hands: Another combo-oriented card, trading high healing for high amounts of Stagger damage. While Knight isn't able to capitalize on Staggering the opponent at the end of combos as much as some other classes, running Pale Hands still allows for Knight to linger on the threat of an early Stagger and huge subsequent combo earlier and more often. The small amount of extra damage Knight gets from stagger extensions doesn't hurt, either.

Full Cardless: Only applies to running None in all 3 card slots. Running this setup grants you 4 Strength (40% increased damage dealt) and 3 Protection (30% decreased damage taken) at Emotion 3, which is nothing to scoff at. While other, more specialized card setups may be more suitable for certain matchups or playstyles, Cardless is an extremely solid option for Knight, granting him both offensive and defensive buffs to bolster his already strong all-around tools.

Predation: This card changes Knight's playstyle slightly to be more of a glass cannon, requiring more presence of mind to avoid its health malus but in return giving Knight Death's touch, making his combo damage ceiling anywhere from 60% to 70% of the opponent's health to outright killing them in one turn. The Haste bonus provided is also extremely valuable in making his gap closers even more effective and counteracting any stacks of Bind applied by the opponent. If you are confident that you will not make many mistakes, Predation is a very good option to snowball games out of control.

Alertness: Synergizes very well with Cocoon to create the universal Fragile stack build, and comes with a small defensive bonus. Also quite good on most characters, but once again Knight is able to easily and consistently apply the max stacks with his combos. This card is on a similar level to running Cardless, but the defensive benefit is less pronounced, and Knight may not always be able to benefit from the damage bonuses.

Chained Wrath: Provides a comically large amount of damage to Knight, but only sometimes, and applies 3 Bind to yourself without being able to run Predation to counteract it. Chained Wrath is usable in meme gambler builds, as Knight has other options to close distance without using Sword S2, but there are better options for more consistent sources of damage buffs.

Example Decks

Cardless
EL1: None
EL2: None
EL3: N/A
While it may not be the best, a giant boost to survivability and an increase to the already high damage of moves such as Freightliner will make you a burst dps monster.

"Gluttony Guy"
EL1: Meal
EL2: Gluttony
EL3: N/A
A kit based around permanently staying alive due to having some of the highest defense stats ingame, along with high amounts of multi-hits per combo, and your Deadly Rave not killing until the final hit.

Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight