| Play if | Avoid if |
|
|
dustloop:Template:ReasonsToPick>Malleth Moving GGST Pot to the doc |
dustloop:Template:ReasonsToPick>Pez |
||
| Line 474: | Line 474: | ||
</tabber> | </tabber> | ||
===Leo Whitefang=== | |||
{{ReasonsToPick | |||
| intro = {{Character Label|GGST|Leo Whitefang|24px}} is an well-rounded beast that transforms into a offensive powerhouse in their backturn stance. | |||
| pickMe = *'''Well Rounded'''- Leo boast solid neutral buttons with decent range, advancing hitboxes like {{clr|K|5K}} and {{clr|H|5H}}, a fireball, strong flashkick in [[#Eisensturm|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|Eisensturm]] can spell disaster for the opponent. | |||
*'''The Stance''' - Leo's unique mechanic [[#Brynhildr Stance|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. | |||
| avoidMe = *'''Charging Required''' - Leo's fireball [[#Gravierte Würde|Gravierte Würde]] and meterless reversal [[#Eisensturm|Eisensturm]] both require charge before using. [[#Eisensturm|Eisensturm]] especially is important for getting into stance consistently from some hits like {{clr|K|6K}}. | |||
*'''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. | |||
}} | |||
{{clear}} | {{clear}} | ||
{{doc/end}} | {{doc/end}} | ||
{{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.
}}
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
Sin has strong pressure, high meterless damage, good corner carry, and long reach, making him an offensive powerhouse. Once he gets in on his opponent, he has the tools to carry that momentum into a round win. |
Sin's best moves are somewhat sluggish, making it hard to get his gameplan started against aggressive opponents. His Stamina Gauge is also key to his gameplan, meaning that careless use of it will quickly result in your gameplan being undermined. |
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| 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 |
|
|
| Play if | Avoid if |
|
|
| 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. |
| 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. |
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
you like keeping your opponent on their toes and making them guess as you fake them out, with big buttons to boot. |
you're put off by low damage output and tolerance, and don't like seeing your hard work lost very easily. |
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
| Play if | Avoid if |
|
|
This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.
| Play if | Avoid if |
|
|
This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.