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==GGST Examples==
===Sin Kiske===
{{ReasonsToPick
|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.
|pickMe=
*Sin's Stamina Gauge allows him to deal 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.
*Sin's special move follow-ups allow him to 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.
*{{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.
*Sin has a meterless, invincible reversal in [[#Hawk Baker|Hawk Baker]], enabling him to disrespect his opponent's pressure without the use of Tension and deal big damage in return.
|avoidMe=
*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.
*While very far reaching, buttons like {{clr|S|f.S}}, {{clr|S|2S}}, and [[#Beak Driver|Beak Driver]] are slower than average, making Sin weak in scramble situations. Controlling space requires careful timing and good reads to compensate for his slower speed.
*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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Revision as of 05:25, 13 February 2023

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.
  • 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.
  • 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.
  • 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.


{{ReasonsToPick
| intro = {{Character Label|GAME|FULL NAME|24px}} followed by a summary of the character's playstyle in 1 sentence.
| pickMe = bullet point list of strengths
| avoidMe = bullet point list of weaknesses
| tablewidth = NUMBER size. Will determine the % width of the screen that the table fills. Default: 69.
}}

Example

Basic Example

Play if Avoid if
  • Pro 1
  • Pro 2
  • Con 1
  • Con 2

Populated Example

Play if Avoid if
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
  • Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
  • His long distance game is very one dimensional and is very outclassed by most other projectile characters.
  • Many of his buttons have proration leaving Ky with very low average damage.
  • His approach is very straight forward and easy for more defensive characters to stop.

Populated Example with 69% width

Play if Avoid if
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
  • Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
  • His long distance game is very one dimensional and is very outclassed by most other projectile characters.
  • Many of his buttons have proration leaving Ky with very low average damage.
  • His approach is very straight forward and easy for more defensive characters to stop.

GGST Examples

Sin Kiske

Play if Avoid if
  • Sin's Stamina Gauge allows him to deal 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.
  • Sin's special move follow-ups allow him to enforce scary stagger pressure and strike/throw, even at range. He also has decent high/low mix as Hoof Stomp and
  1. REDIRECT Template:Color are the same speed, beat most Lua error in Module:Cargo at line 106: Failed to query Cargo table., and hit overhead and low, respectively.
  1. REDIRECT Template:Color,
  2. REDIRECT Template:Color,
  3. REDIRECT Template:Color,
  4. REDIRECT Template:Color, and Beak Driver are all decently large buttons, enabling Sin to control space on the screen well. Elk Hunt is also a very long reaching, low profiling move, which lets Sin close the distance.
  • Sin has a meterless, invincible reversal in Hawk Baker, enabling him to disrespect his opponent's pressure without the use of Tension and deal big damage in return.
  • 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.
  • While very far reaching, buttons like
  1. REDIRECT Template:Color,
  2. REDIRECT Template:Color, and Beak Driver are slower than average, making Sin weak in scramble situations. Controlling space requires careful timing and good reads to compensate for his slower speed.
  • 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.

This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.

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