Overview
Lore
WIP. Complete brief character lore write-up.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait |
Difficulty
|
90 |
Zoning |
4 |
Echoes of the Past. Whenever you Power Up, you may choose a usual benefit or this: Draw a card then draw another for every two Time Spirals in your discard pile. |
3/3
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Overview
WIP. Complete overview of character gameplay.
Strengths |
Weaknesses
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- Full-Auto Fireballs. Geiger's ability allows him to uniquely exchange for all his projectile specials and super. In addition to the added flexibility of an exchangeable super, this guarantees Geiger can build a hand by repeatedly poking with recurring attacks.
- Hurricane Damage. Once Geiger is able to build a hand full of his Time Spiral specials, his S2 becomes one of the most threatening supers in the game. In addition to a solid opener in its own right, Geiger's S2 can easily be hit confirmed into and blow opponents away with combos that deal 40+ damage.
- Late Game Closer. Geiger's unique trait can snowball towards the late game, offering tons of card draw once he's managed to draw into a few Time Spirals. This ability also synergizes well with his signature S2 combo, allowing him to quickly refuel his hand size and close out the game.
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- Slow Starter. Geiger is very reliant on drawing into his specials and can struggle to get his game plan started in the early game. In addition to this, his ability will be a mostly dead card until he is able to get a few Time Spirals in hand to work with.
- Unimpressive Normals. Geiger has weaker normal attacks, both lacking extra low and high options, in addition to having no C normal. His throw is also slower than most and he has poor tools to capitalize off it when he does manage to hit with it. Since the safest way to land the S2 combo is confirming off a normal, whether it be the early game or the late game, Geiger will need to work around these limitations.
- Hand Management. Thanks to his abundance of fireballs, Geiger can build a large hand reliably, but he does suffer the amount of real estate all those specials take up. If not carefully worked around, it can be easy to overflow hand size with Geiger and miss good draws due to trying to babysit X & Y specials in hand.
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Moves
Normal Moves
A. Quick Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
3
|
-
|
8
|
Chain Combo
|
1
|
Low
|
|
|
B. Light Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
4
|
-
|
7
|
-
|
1
|
-
|
|
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D. Medium Low Attack
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Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
5
|
-
|
6
|
Chain Combo
|
1
|
Low
|
|
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E. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
6
|
-
|
5
|
Chain Combo
|
1
|
High
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|
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F. Power Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
7
|
-
|
4
|
-
|
1
|
-
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Throw
|
8
|
-
|
4
|
Starter
|
2
|
Knockdown
|
|
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Special Moves
X. Fast Time Spiral
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
8
|
3
|
7
|
Ender
|
1
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Lv. 1 Projectile, Recurring, Lockdown
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|
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Y. Slow Time Spiral
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
6
|
3
|
4
|
Starter
|
3
|
Lv. 1 Projectile, Lockdown, On Hit or Block: Gain the Edge, On Block: You may throw the opponent (and continue your combo if you want).
|
|
|
Z. Flash Gear
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
10
|
2
|
14
|
Ender
|
2
|
Unsafe on Block, Lose to projectiles.
|
|
|
Super Moves
S1. Time Stop
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
10
|
0
|
15
|
Starter
|
2
|
Costs 2 Super Meter. Unsafe on Block
|
|
|
S2. Time Spiral Hurricane
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
20
|
3
|
7
|
Linker
|
3
|
Costs 2 Super Meter. Lv. 2 Projectile, On hit: the rest of your combo can be only Time Spirals and those Time Spirals become 0 combo point linkers.
|
|
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Ability Card
Research & Development
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
This turn your Time Spirals are exchangeable. When you exchange one, put this ability card on top of your deck.
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|
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Combos
Basic
Economic Hurricane Confirm. A > S2 > X > Y = 37 Damage + The Edge. (Keeps hand size stronger)
Combo Video Hurricane Confirm. A > S2 > X > X > Y > Y = 51 Damage + The Edge. (Costs 6 cards, probably don't use this if it doesn't kill)
Time Stop BnB. S2 > E > F = 23 Damage + 1 Meter.
Throw Confirm. Throw > E > F = 21 Damage + 1 Meter.
Strategy
General
WIP. Complete later.
Matchups
Geiger
|
Something about gears.
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