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