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==GGST Examples==
==GGST Examples==
===Faust===
{{ReasonsToPick
|intro={{Character Label|GGST|Faust|24px}} is an unorthodox character who tosses randomized items to cause chaos that is usually in his favor.
|pickMe=
*You thrive in chaotic situations and like capitalizing on them
*You want an unorthodox toolkit centered around screen control
*You like having unique movement/approach options
*You want each round to feel like a completely different experience
|avoidMe=
*You don't like the idea of having an RNG-dependent gameplan
*You want a conventional toolkit with little/no fine-print
*You like having a standard air-dash for jump-ins and movement
*You like having consistent pressure
*You want strong defensive options that work well
}}


===Goldlewis Dickinson===
===Goldlewis Dickinson===

Revision as of 00:47, 16 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 and avoiding objective comparisons between characters is recommended.
  • No more than 3-5 bullet points and perferably one, but not more than 2, sentences per bullet. Try to keep it short and to the point.
  • Any reasons listed must be only about the gameplay of the character, while people pick characters for many reasons outside of gameplay Dustloop is a gameplay focused wiki.
  • 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

Goldlewis Dickinson

  • Note - Various examples are presented here showcasing different potential formats.

Play if Avoid if
  • Plus frames - Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons.
  • High Damage - From most of his pressure tools Goldlewis can evaporate a health bar on hit.
  • Chip damage - With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • Low jump - With his low jump arc allows for use of jump normals like
  1. REDIRECT Template:Color to be used as a quick low or mid crush.
  • Space control - With the use of things like
  1. REDIRECT Template:Color,
  2. REDIRECT Template:Color, Thunderbird, and Burn It Down Goldlewis has strong options to control the space he occupies.
  • 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.
  • 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.
  • Not So Absolute Defense - Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in
  1. REDIRECT Template:Color, a slower than normal low hitting move at 8 frames in
  2. REDIRECT Template:Color, and a low jump arc can make defense feel like an uphill battle.
  • 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.
  • 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.
  • 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

Play if Avoid if
  • 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.
  • 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.
  • Chip damage - With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • Low jump - With his low jump arc allows for use of jump normals like
  1. REDIRECT Template:Color 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.
  • Space control - With the use of things like
  1. REDIRECT Template:Color,
  2. REDIRECT Template:Color, Thunderbird, and 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.
  • 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
  • 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.
  • Not So Absolute Defense - Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in
  1. REDIRECT Template:Color, a slower than normal low hitting move at 8 frames in
  2. REDIRECT Template:Color, 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.
  • 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.
  • 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.
  • 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.

Play if Avoid if
  • Goldlewis has consistent access to plus frames with the use of his Behemoth Typhoons.
  • From most of his pressure tools Goldlewis can evaporate a health bar on hit.
  • With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • With his low jump arc allows for use of jump normals like
  1. REDIRECT Template:Color to be used as a quick low or mid crush.
  • With the use of things like
  1. REDIRECT Template:Color,
  2. REDIRECT Template:Color, Thunderbird, and Burn It Down Goldlewis has strong options to control the space he occupies.
  • 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.
  • Almost every hit will combo into a Behemoth Typhoon which will lead to a hard knockdown and in many cases strong okizeme as well.
  • Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in
  1. REDIRECT Template:Color, a slower than normal low hitting move at 8 frames in
  2. REDIRECT Template:Color, and a low jump arc can make defense feel like an uphill battle.
  • With a slow run, walk, low jump, lack of double jump, and a 22 frame backdash Goldlewis is not moving from any position quickly.
  • 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.
  • 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

Play if Avoid if
  • 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.
  • 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.
  • With each Behemoth Typhoon forcing guard crush which allows Goldlewis to chew through health on block.
  • With his low jump arc allows for use of jump normals like
  1. REDIRECT Template:Color 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.
  • With the use of things like
  1. REDIRECT Template:Color,
  2. REDIRECT Template:Color, Thunderbird, and 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.
  • 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
  • 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.
  • Goldlewis has weaker options on defense than most characters, with a stubby 5 frame normal in
  1. REDIRECT Template:Color, a slower than normal low hitting move at 8 frames in
  2. REDIRECT Template:Color, 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.
  • 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.
  • 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.
  • 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.

Play if Avoid if

Goldlewis has consistent access to plus frames, deals devestating damage both on hit and on block, and has a very threatening neutral. His high health pool allows him to brute-force situations if necessary.

Goldlewis has relatively weak defensive options and is very slow and limited in his movement. His large hurtbox makes him vulnerable to more setups and combos and his main special, the Behemoth Typhoon, uses unorthodox half-circle inputs which some players may find difficult to grasp.

Play if Avoid if
  • Plus Frames
  • High Damage
  • Chip Kills
  • Space Control
  • Large Health Pool
  • Consistent Knockdowns
  • Poor Defense
  • Sluggish Movement
  • Large Hitbox
  • Tricky Inputs

Play if Avoid if
  • + You want a lot of plus frames
  • + You want to explode your opponent on hit or block
  • + You want strong options to help hold your ground
  • + You want a lot of health
  • + You want every hit to lead to hard knockdown
  • - If you want strong defensive options
  • - If you are want fast movement
  • - If you don't want to take up 1/4th of the screen
  • - If non traditional half circle inputs bug you

Jack-O'

  • Note some manual styling is done to design a different style of bulleting (these can be implemented more cleanly in the final version).
Play if Avoid if

Creative problem-solving using many unique and complex interactions and move quirks. It's not about having simple answers, it's about having your answer.

Setplay focused gameplay, with a gameplan revolving around creating setplay, and the setplay itself being long, complex, and a big part of how you win.

Out-zone anyone not named Chaos with a bombardment of projectiles at bizarre trajectories, forcing opponents to fight on your terms.

A lot of room for optimisation, by learning advanced tech or refining even the smallest details in resource and servant management.

Inconsistent behaviours, sometimes something won't work how you expect it to, and you will simply have to accept whatever cosmic alignment caused this to happen.

Playing effectively means a lot of labbing complicated tech and learning character-specific interactions across the entire roster. It's a lot of work for punching someone in a video game.

Momentum doesn't cannot be regained easily but can be lost quickly. It is easier to aim for a long-term advantage, over seeking out a sudden victory.

In exchange for consistent knockdowns and okizeme, damage is not explosive, and combos do not reward hard routes with significantly higher damage.

Testament (WIP)

  • Note some manual styling is done to design a different style of bulleting (these can be implemented more cleanly in the final version).
Play if Avoid if

Huge attacks and full-screen projectiles covering large swaths of the screen at a time.

A fundmanetals-principled design, with strong pokes, projectiles, and anti-airs, doing the basics expertly.

Creating situational utilities in neutral to alter the behaviour of moves and reward awareness.

Slow movement without much alternative for traversal.

Bridget

Play if Avoid if
  • Unparalled mobility - Rolling Movement's momentum and cancel properties grant Bridget versatile and strong movement.
  • Good at all ranges - Bridget exerts control over every part of the screen with normals for any situation and Stop and Dash.
  • Mixup machine - With a bit of respect, Rolling Movement enables Bridget to perform devastating mixups so long as yo-yo is out.
  • Okizeme on all occassions - Every hit Bridget gets leads into okizeme, and her best setups loop into themselves with the right combos.
  • Tension terror - Thanks to lengthy blockstrings, multi-part specials, and her constant use of specials in neutral, Bridget builds meter like no other.
  • Pressure princess - Bridget's specials, apart from Starship, all enable a very layered offense with many possible points to reset, all while she builds huge amounts of RISC.
  • Defensive darling - Bridget has acccess to a meterless reversal in Starship, a good backdash and long-reaching abare that leads to good oki.
  • Made of string - Bridget has a high defense modifier and 0 guts, meaning she can take significantly less punishment than the average character.
  • Low Damage - Although she builds RISC well, Bridget's combos without RISC tend to do lower-than-average damage.
  • Watch your feet - Many of Bridget's crucial moves tend to suffer against low-commitment or long-reaching low profile moves, and she has no good way to beat them at certain ranges.
  • I can't always roll - Bridget's moveset changes based on whether she's used Stop and Dash to set a yo-yo recently, meaning she does not have access to her full toolkit at all times.

Play if Avoid if
  • Bridget exerts control over every part of the screen with normals for any situation and Stop and Dash.
  • Rolling Movement's momentum and cancel properties grant Bridget versatile and strong movement.
  • With a bit of respect, Rolling Movement enables Bridget to perform devastating mixups so long as yo-yo is out.
  • Every hit Bridget gets leads into okizeme, and her best setups loop into themselves with the right combos.
  • Thanks to lengthy blockstrings, multi-part specials, and her constant use of specials in neutral, Bridget builds meter like no other.
  • Bridget's specials, apart from Starship, all enable a very layered offense with many possible points to reset, all while she builds huge amounts of RISC.
  • Bridget has acccess to a meterless reversal in Starship, a good backdash and long-reaching abare that leads to good oki.
  • Bridget has a high defense modifier and 0 guts, meaning she can take significantly less punishment than the average character.
  • Although she builds RISC well, Bridget's combos without RISC tend to do lower-than-average damage.
  • Many of Bridget's crucial moves tend to suffer against low-commitment or long-reaching low profile moves, and she has no good way to beat them at certain ranges.
  • Bridget's moveset changes based on whether she's used Stop and Dash to set a yo-yo recently, meaning she does not have access to her full toolkit at all times.

Play if Avoid if

Bridget has points in every stat, but truly shines with okizeme, pressure and neutral control. In most matchups, her opponent will have to play her game thanks to her versatile toolkit.

Low damage and low health, and a low tolerance for characters with access good low profile.

Play if Avoid if
  • All-range space control
  • High mobility
  • Lengthy pressure
  • Lots of meter
  • Consistent okizeme
  • Versatile and rewarding defense
  • Low health
  • Low damage
  • Bad against low profile

Play if Avoid if
  • You want to convert any hit into an advantageous situation.
  • You enjoy playing and experimenting with unconventional movement.
  • You'd like it to always be your turn.
  • You like having the tools to play at any range, especially long range.
  • You want to deal big damage.
  • You don't want to take big damage.
  • You don't feel comfortable playing with a non-static moveset.

Leo Whitefang

Play if Avoid if
  • Well Rounded- Leo boast solid neutral buttons with decent range, advancing hitboxes like
  1. REDIRECT Template:Color and
  2. REDIRECT Template:Color, a fireball, strong flashkick in Eisensturm , and a absurd amount of options on offense.
  • Flash Kick - With one of the best meterless reversals in the game Leo has a threatening aura on defense while holding down-back, one well timed Eisensturm can spell disaster for the opponent.
  • The Stance - Leo's unique mechanic Brynhildr Stance (otherwise known as "Backturn" or "bt.") has plenty of options to go into it on hit or block giving Leo access to some of the strongest offense in the game with high/low/left/right/throw options that can loop and can be safe on block.
  • Charging Required - Leo's fireball Gravierte Würde and meterless reversal Eisensturm both require charge before using. Eisensturm especially is important for getting into stance consistently from some hits like
  1. REDIRECT Template:Color.
  • No Run, just Dash - Leo both in and out of stance can not run but instead does a short but fast dash. This can extend the effective range of Leo but can turn away players used to a needing to just tap forward twice to run full screen.
  • Prefers the Ground - Leo's air normals tend to get either low profiled, have little blockstun, or both. He generally does not want to be jumping around much and prefers to stay on the ground in neutral.

Play if Avoid if
  • You want a wall rounded character
  • A devastating meterless reversal.
  • You like the idea of changing stances on offense.
  • You dislike charge
  • You need a run, only a step-dash here.
  • You want a strong, consistent jump-in button.

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

Venom

Play if Avoid if
  • You enjoy spending time in training mode finding setups.
  • You like having control of screen space.
  • Killing opponents with chip damage makes you laugh like a villain.
  • You want to throw a lot but don't want to play a traditional grappler character.
  • You want a reversal for playing defense.
  • You think landing pokes should convert into combos.
  • Big combos are important to you.
  • Charge inputs aren't your thing.

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

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