dustloop:Template:ReasonsToPick>Pez |
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| ==Standards for Reasons to Pick== | | ==Standards for Reasons to Pick== |
| * This section is intended to help new players and those looking to switch characters to have idea if they would like a given character. | | * This section is intended to help new players and those looking to switch characters to have idea if they would like a given character. |
| * Many of the points made will be subjective, it is ok if you disagree but this isn't a reason to edit or remove something. | | * Many of the points made will be subjective and avoiding objective comparisons between characters is recommended. |
| * Reasons to Pick / Avoid will not include information about the tier placement or direct strength of a character, that information is readily available both on Dustloop and elsewhere. These are valid reasons but invite too much controversy. | | * No more than 3-5 bullet points and preferably one, but not more than 2, sentences per bullet. Try to keep it short and to the point. |
| * It is perfectly valid to have one point listed as both a reason to play and a reason to avoid. For example, high execution requirements may attract some players to a character and make others avoid the character. | | * It is perfectly valid to have one point listed as both a reason to play and a reason to avoid. For example, high execution requirements may attract some players to a character and make others avoid the character. |
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| <pre> | | <pre> |
| {{ReasonsToPick | | {{ReasonsToPick |
| | intro = {{Character Label|GAME|FULL NAME|24px}} followed by a summary of the character's playstyle in 1 sentence.
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| | pickMe = bullet point list of strengths | | | pickMe = bullet point list of strengths |
| | avoidMe = bullet point list of weaknesses | | | avoidMe = bullet point list of weaknesses |
| | tablewidth = NUMBER size. Will determine the % width of the screen that the table fills. Default: 69.
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| }} | | }} |
| </pre> | | </pre> |
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| ==Example==
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| ===Basic Example===
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| {{ReasonsToPick | | {{ReasonsToPick |
| | intro = {{Character Label|GGXRD-R2|Ky Kiske|24px}} is an XYZ charcter who does QWE using ASDF.
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| | pickMe =
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| *Pro 1
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| *Pro 2
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| | avoidMe =
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| *Con 1
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| *Con 2
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| }}
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| ===Populated Example===
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| {{ReasonsToPick
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| | intro = {{Character Label|GGACR|Ky Kiske|24px}} fulfills the role of an approachable and well rounded character.
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| | pickMe =
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| * strong neutral game; fast, far-reaching normals that yield knockdown and damage.
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| * Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
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| * Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
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| * Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
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| * Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
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| | avoidMe =
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| * Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
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| * His long distance game is very one dimensional and is very outclassed by most other projectile characters.
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| * Many of his buttons have proration leaving Ky with very low average damage.
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| * His approach is very straight forward and easy for more defensive characters to stop.
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| }}
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| ===Populated Example with 69% width===
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| {{ReasonsToPick
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| | intro = {{Character Label|GGACR|Ky Kiske|24px}} fulfills the role of an approachable and well rounded character.
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| | pickMe =
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| * strong neutral game; fast, far-reaching normals that yield knockdown and damage.
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| * Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
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| * Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
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| * Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
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| * Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
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| | avoidMe =
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| * Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
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| * His long distance game is very one dimensional and is very outclassed by most other projectile characters.
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| * Many of his buttons have proration leaving Ky with very low average damage.
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| * His approach is very straight forward and easy for more defensive characters to stop.
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| |tablewidth=69
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| }}
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| ==GGST Examples==
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| ===Sin Kiske===
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| {{ReasonsToPick
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| |intro={{Character Label|GGST|Sin Kiske|24px}} is an aggressive character who uses his unique resource and special move follow-ups to keep up the pressure on his opponent.
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| |pickMe=
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| *Sin's Stamina Gauge allows him to deal high damage and get good oki off of most of his starters meterlessly, even from Midscreen. It also allows him to kara-cancel any of his specials into either of his supers, allowing him to deal massive damage off of the right hits.
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| *Sin's special move follow-ups give him the ability enforce scary stagger pressure and strike/throw, even at range. He also has decent high/low mix as [[#Hoof Stomp|Hoof Stomp]] and {{clr|K|6K}} are the same speed, beat most {{keyword|abare}}, and hit overhead and low, respectively.
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| *{{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|j.H}}, and [[#Beak Driver|Beak Driver]] are all decently large buttons, enabling Sin to control space on the screen well. [[#Elk Hunt|Elk Hunt]] is also a very long reaching, low profiling move, which lets Sin close the distance.
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| *Sin has a meterless, invincible reversal in [[#Hawk Baker|Hawk Baker]], meaning he can disrespect his opponent's pressure without the need of meter and deal big damage in return.
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| |avoidMe=
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| *When low or out of stamina, Sin's pressure and damage potential drop dramatically, requiring you to carefully choose when and where to use your stamina so as to not undermine your gameplan. Sub-optimal combos and/or autopiloting follow-ups will quickly leave you dry on stamina and ruin your momentum.
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| *While very far reaching, buttons like {{clr|S|f.S}}, {{clr|S|2S}}, and [[#Beak Driver|Beak Driver]] are quite slow, making Sin weak in scramble situations. Controlling space requires careful timing and good reads to compensate for his slower speed.
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| *Sin's optimal combo enders are usually kara-cancelled (and sometimes just-frame) supers, which require tight, in-the-moment execution to pull off. These are sometimes necessary to secure a wall-break, and messing up the input can result in a waste of damage, stamina, oki, or all of the above.
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| }}
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| ===Goldlewis Dickinson===
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| {{ReasonsToPick
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| | intro = {{Character Label|GGST|Goldlewis Dickinson|24px}} is an offensive powerhouse with unique options to control the screen.
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| | pickMe = *'''Plus frames''' - Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons.
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| *'''High Damage''' - From most of his pressure tools Goldlewis can evaporate a health bar on hit.
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| *'''Chip damage''' - With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
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| *'''Low jump''' - With his low jump arc allows for use of jump normals like {{clr|D|j.D}} to be used as a quick low or mid crush.
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| *'''Space control''' - With the use of things like {{clr|K|5K}}, {{clr|S|f.S}}, [[#Thunderbird|Thunderbird]], and [[#Burn It Down|Burn It Down]] Goldlewis has strong options to control the space he occupies.
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| *'''Large Health Pool''' - Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations.
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| *'''Consistent Knockdowns''' - Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well.
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| | avoidMe = *'''Not So Absolute Defense''' - Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in {{clr|P|2P}}, a slower than normal low hitting move at 8 frames in {{clr|K|2K}}, and a low jump arc can make defense feel like an uphill battle.
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| *'''Sluggish Movement''' - With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly.
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| *'''Big Man''' - Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him.
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| *'''Half Circle Galore''' - With Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers
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| }}
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| {{ReasonsToPick
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| | intro = {{Character Label|GGST|Goldlewis Dickinson|24px}} is an offensive powerhouse with unique options to control the screen.
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| | pickMe = *'''Plus frames''' - Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons. Most normals also go into Behemoth Typhoons as well which make it a dangerous game of guessing if Goldlewis will try to extend their turn with a plus on block special. Not to mention Goldlewis can use the Behemoths back to back in order to create plus on block frametraps.
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| *'''High Damage''' - From most of his pressure tools Goldlewis can evaporate a health bar on hit. Not to mention all Behemoth Typhoons are attack level 4 so building risc is fast on top of the high damage movese. Goldlewis also has access to then highest damage super in the game.
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| *'''Chip damage''' - With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
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| *'''Low jump''' - With his low jump arc allows for use of jump normals like {{clr|D|j.D}} to be used as a quick low or mid crush. To note this allows allows for rather quick overheads. This can be compared to King Of Fighters hops in how they function.
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| *'''Space control''' - With the use of things like {{clr|K|5K}}, {{clr|S|f.S}}, [[#Thunderbird|Thunderbird]], and [[#Burn It Down|Burn It Down]] Goldlewis has strong options to control the space he occupies. Goldlewis dominates his potion of the screen with these amazing options and many disjoints. Some Behemoths are also take over large chunks of the screen with a large disjoint.
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| *'''Large Health Pool''' - Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations. Not to mention Goldlewis's defense modifier makes it so the opponent doesn't build RISC as quickly on him giving him even more chances to fight back
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| *'''Consistent Knockdowns''' - Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well. His okizeme in many cases also leads into a safejump, high/low/left/right mix, and in some cases strike/throw that can beat backdash.
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| | avoidMe = *'''Not So Absolute Defense''' - Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in {{clr|P|2P}}, a slower than normal low hitting move at 8 frames in {{clr|K|2K}}, and a low jump arc can make defense feel like an uphill battle. Given this downside is somehwhat leviated by the fact that a correct guess from Goldlewis leads to amazinging rewar such as a hard knockdown. Goldlewis's backdash also is not airborne very long which is good in that if caught he is less likely to be airborne but bad in the sense that Goldlewis can get caught by throw throughtout more frames of his backdash than any other character.
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| *'''Sluggish Movement''' - With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly. This makes his neutral somewhat more difficult as taking space with Goldlewis is not fast even with his great normals.
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| *'''Big Man''' - Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him. This goes alongside his slower movement to make Goldlewis feel trapped in some cases as the opponent moves around the boulder of a man while he struggles to get a hit in.
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| *'''Half Circle Galore''' - With Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers notably leverless controllers. Some execution is also harder due to requiring for directions and a button all input within the jumpsquat of 5 frames.
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| }}
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| | intro = {{Character Label|GGST|Goldlewis Dickinson|24px}} is an offensive powerhouse with unique options to control the screen.
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| | pickMe = *Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons.
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| *From most of his pressure tools Goldlewis can evaporate a health bar on hit.
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| *With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
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| *With his low jump arc allows for use of jump normals like {{clr|D|j.D}} to be used as a quick low or mid crush.
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| *With the use of things like {{clr|K|5K}}, {{clr|S|f.S}}, [[#Thunderbird|Thunderbird]], and [[#Burn It Down|Burn It Down]] Goldlewis has strong options to control the space he occupies.
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| *Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations.
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| *Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well.
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| | avoidMe = *Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in {{clr|P|2P}}, a slower than normal low hitting move at 8 frames in {{clr|K|2K}}, and a low jump arc can make defense feel like an uphill battle.
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| *With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly.
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| *Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him.
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| *Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers
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| }}
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| {{ReasonsToPick
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| | intro = {{Character Label|GGST|Goldlewis Dickinson|24px}} is an offensive powerhouse with unique options to control the screen.
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| | pickMe = *Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons. Most normals also go into Behemoth Typhoons as well which make it a dangerous game of guessing if Goldlewis will try to extend their turn with a plus on block special. Not to mention Goldlewis can use the Behemoths back to back in order to create plus on block frametraps.
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| *From most of his pressure tools Goldlewis can evaporate a health bar on hit. Not to mention all Behemoth Typhoons are attack level 4 so building risc is fast on top of the high damage movese. Goldlewis also has access to then highest damage super in the game.
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| *With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
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| *With his low jump arc allows for use of jump normals like {{clr|D|j.D}} to be used as a quick low or mid crush. To note this allows allows for rather quick overheads. This can be compared to King Of Fighters hops in how they function.
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| *With the use of things like {{clr|K|5K}}, {{clr|S|f.S}}, [[#Thunderbird|Thunderbird]], and [[#Burn It Down|Burn It Down]] Goldlewis has strong options to control the space he occupies. Goldlewis dominates his potion of the screen with these amazing options and many disjoints. Some Behemoths are also take over large chunks of the screen with a large disjoint.
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| *Goldlewis boast the third highest health pool in the game at round start and allows him to use his health as a resource in some situations. Not to mention Goldlewis's defense modifier makes it so the opponent doesn't build RISC as quickly on him giving him even more chances to fight back
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| *Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well. His okizeme in many cases also leads into a safejump, high/low/left/right mix, and in some cases strike/throw that can beat backdash.
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| | avoidMe = *Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in {{clr|P|2P}}, a slower than normal low hitting move at 8 frames in {{clr|K|2K}}, and a low jump arc can make defense feel like an uphill battle. Given this downside is somehwhat leviated by the fact that a correct guess from Goldlewis leads to amazinging rewar such as a hard knockdown. Goldlewis's backdash also is not airborne very long which is good in that if caught he is less likely to be airborne but bad in the sense that Goldlewis can get caught by throw throughtout more frames of his backdash than any other character.
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| *With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly. This makes his neutral somewhat more difficult as taking space with Goldlewis is not fast even with his great normals.
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| *Goldlewis is a massive character allowing for some F-Shiki setups and some specific combos that work on few other characters as well as it generally being easier to hit him. This goes alongside his slower movement to make Goldlewis feel trapped in some cases as the opponent moves around the boulder of a man while he struggles to get a hit in.
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| *With Goldlewis's main special move being locked behind 8 different half circle motions, with many including an up input the character can be more difficult for some players to pickup especially on some controllers notably leverless controllers. Some execution is also harder due to requiring for directions and a button all input within the jumpsquat of 5 frames.
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| }}
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| ===Nagoriyuki===
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| {{ReasonsToPick
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| |intro= {{Character Label|GGST|Nagoriyuki|24px}}'s excellent midrange normals and unique ability to special-to-special cancel allow him to run a high pressure strike/throw game, limited only by your creativity and the blood gauge
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| |pickMe= | | |pickMe= |
| *Nagoriyuki hits ''hard''. Even simple two- and three-hit combos deal tons of damage.
| | <div> |
| *Nagoriyuki can run very tight repeating strike/throw mixups in pressure, and he doesn't need much to get that pressure started. If you enjoy playing pressure grapplers who can swing the game in their favor on a single wrong guess, Nagoriyuki may be just the character you're looking for. | | *You like the character. |
| *Especially when high on blood, Nagoriyuki's {{clr|H|H}} normals take up a huge amount of screen space. Hitting your opponent for a big chunk of damage from half screen can be very satisfying. | | *You really like the character. |
| *Nagoriyuki's command dash allows him to very quickly change the range of engagement to his opponent while applying pressure. You can make your opponent play on your terms by switching from up close strike/throw to a keepaway gameplan on a dime. | | *This is your favorite character ever. |
| *Nagoriyuki's high juggles and versatile cancels afford you a lot of freedom while routing combos. You can route for consistency or just go for style points.
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| |avoidMe= | | |avoidMe= |
| *Though not too hard to get a hang of, misuse of the Blood Gauge is usually game-losing.
| | <div> |
| *Nagoriyuki can't airdash and he has no air specials. If you want to take to the skies, this may not be the character for you. | | *You don't like the character. |
| *Without committing blood to his command dash, Nagoriyuki's lack of a traditional dash will leave you walking slowly across the screen. Those looking for blistering rushdown speeds may enjoy playing a different character. | | *You really don't like the character. |
| *Nagoriyuki has excellent strike/throw but lacks non-universal meterless high/low and left/right mix options. Those looking to mix their opponent to death should look elsewhere.
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| }} | | }} |
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| ===Bridget===
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| {{ReasonsToPick
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| | intro = {{Character Label|GGST|Bridget|24px}} is a mobile blender with powerful mix and tricky movement.
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| | pickMe = if you like keeping your opponent on their toes and making them guess as you fake them out, with big buttons to boot.
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| | avoidMe = if you're put off by low damage output and tolerance, and don't like seeing your hard work lost very easily.
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| | tablewidth = 69
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| }}
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| {{clear}} | | {{clear}} |
| {{doc/end}} | | {{doc/end}} |