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XV Broken/Gato: Difference between revisions
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Line 105: | Line 105: | ||
|name=far A | |name=far A | ||
|input=f.A | |input=f.A | ||
|description=* | |description=* A safe, low-commital poke which combos into 236AC from the tip of its spacing, allowing you to pick up punishes from a safe distance. | ||
}} | }} | ||
====far B==== | ====far B==== | ||
Line 112: | Line 112: | ||
|name=far B | |name=far B | ||
|input=f.B | |input=f.B | ||
|description=* | |description=* Safe poke with decent range. Decent for light kick mash into Maxmode. | ||
}} | }} | ||
====far C==== | ====far C==== | ||
Line 119: | Line 119: | ||
|name=far C | |name=far C | ||
|input=f.C | |input=f.C | ||
|description=* | |description=* You will inadvertantly get this if you're slightly out of range to land close C, but it functions pretty much the same. | ||
}} | }} | ||
====far D==== | ====far D==== | ||
Line 126: | Line 126: | ||
|name=far D | |name=far D | ||
|input=f.D | |input=f.D | ||
|description=* | |description=* A slow, long-ranged poke. Its high angle makes it ideal for catching early hops at a safe distance. Curiously, this move is super cancellable. It will combo into 236236D. | ||
}} | }} | ||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
Line 141: | Line 141: | ||
|name=close B | |name=close B | ||
|input=cl.B | |input=cl.B | ||
|description=* | |description=* Standing low. | ||
}} | }} | ||
====close C==== | ====close C==== | ||
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|name=close C | |name=close C | ||
|input=cl.C | |input=cl.C | ||
|description=* | |description=* Deals more damage in one hit than close D does in two, while also being faster. However, this move has a nasty habit of pushing you out of range to land 6A, meaning you'll often have to special cancel early. | ||
}} | }} | ||
====close D==== | ====close D==== | ||
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|name=close D | |name=close D | ||
|input=cl.D | |input=cl.D | ||
|description=* | |description=* More combo-friendly than close C. Deals two hits, making it easier to confirm from while also leaving the opponent close enough for 6A to land most of the time. | ||
}} | }} | ||
===Crouch Normals=== | ===Crouch Normals=== | ||
Line 163: | Line 163: | ||
|name=crouch A | |name=crouch A | ||
|input=2A | |input=2A | ||
|description=* | |description=* Safe pressure tool and combo glue like most crouch As. | ||
}} | }} | ||
====crouch B==== | ====crouch B==== | ||
Line 170: | Line 170: | ||
|name=crouch B | |name=crouch B | ||
|input=2B | |input=2B | ||
|description=* | |description=* Decent low starter. Not cancellable on its own but it chains into crouch A which has similar range. | ||
}} | }} | ||
====crouch C==== | ====crouch C==== | ||
Line 177: | Line 177: | ||
|name=crouch C | |name=crouch C | ||
|input=2C | |input=2C | ||
|description=* | |description=* Long-ranged punish tool. Curiously has the same startup as far A, but its hitstun allows it to combo into more things. Has better range but is also easier to punish. | ||
}} | }} | ||
====crouch D==== | ====crouch D==== | ||
Line 184: | Line 184: | ||
|name=crouch D | |name=crouch D | ||
|input=2D | |input=2D | ||
|description=* | |description=* A fast sweep with respectable range. Great for poking and for quick punishes. This move is cancellable, allowing you to extend pressure with command hop shenanigans. | ||
}} | }} | ||
===Jump Normals=== | ===Jump Normals=== | ||
Line 199: | Line 199: | ||
|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2=* | |description2=* Gato's deepest jump-in. This is also his crossup. | ||
}} | }} | ||
====Jump C==== | ====Jump C==== | ||
Line 213: | Line 213: | ||
|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|description2=* | |description2=* Has long reach and reaches slightly below him, making it useful for both air-to-air and jump-in purposes. | ||
}} | }} | ||
===Rush=== | ===Rush=== | ||
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|name=rush | |name=rush | ||
|input=cl.AA/cl.AAX | |input=cl.AA/cl.AAX | ||
|description2=* | |description2=* Please learn combos. | ||
}} | }} | ||
===Blowback=== | ===Blowback=== | ||
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|name=Blowback | |name=Blowback | ||
|input=CD | |input=CD | ||
|description=* | |description=* Has decent range and steps forward, making it an asset in pressure. | ||
}} | }} | ||
====Shatterstrike==== | ====Shatterstrike==== | ||
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|name=Shatterstrike | |name=Shatterstrike | ||
|input=236CD | |input=236CD | ||
|description=* | |description=* Gato already has a reversal so this is only really useful for combo extensions. | ||
}} | }} | ||
====jump CD==== | ====jump CD==== | ||
Line 242: | Line 242: | ||
|name=jump CD | |name=jump CD | ||
|input=j.CD | |input=j.CD | ||
|description2=* | |description2=* Has good priority as you would expect, but not the best reach. Instead, vertical range downward is where this move excels, making it ideal for pressure. This and jump D are your main air normals in neutral. | ||
}} | }} | ||
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|moveId=gato_cthrow | |moveId=gato_cthrow | ||
|input=(close) 4/6C | |input=(close) 4/6C | ||
|description=* | |description=* Hard knockdown. You have enough time to run up and pressure after this move. | ||
}} | }} | ||
===Great Spiral=== | ===Great Spiral=== | ||
Line 256: | Line 256: | ||
|moveId=gato_dthrow | |moveId=gato_dthrow | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description=* | |description=* Hard knockdown. Also allows Gato to pressure afterwards. Gato's throws are good so make sure you're using run up throw in his pressure. | ||
}} | }} | ||
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|name=Chinbreaker | |name=Chinbreaker | ||
|input=6A | |input=6A | ||
|description=* | |description=* An overhead when done raw, but combo glue when cancelled into. It doesn't have great range, which is an issue in both cases. | ||
}} | }} | ||
===Tranquil Kick=== | ===Tranquil Kick=== | ||
Line 272: | Line 272: | ||
|name=Tranquil Kick | |name=Tranquil Kick | ||
|input=6B | |input=6B | ||
|description=* | |description=* A hop kick which goes over lows, including small ground fireballs such as Power Wave. It doesn't combo into anything and doesn't give you a knockdown. You can use it as a far anti-air but it is likely to trade. | ||
}} | }} | ||
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|name=Quaking Fang | |name=Quaking Fang | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|description3=* | |description2=* Generic combo tool. Moves Gato forward a bit. Super cancellable. Not very safe but can be spaced. | ||
|description3=* A very fast, safe crumple. Far A into 236AC is something you can just throw out. Moves Gato forward considerably, letting him link easily into launchers. | |||
}} | }} | ||
<!--Piercing Fang--> | <!--Piercing Fang--> | ||
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|moveId=gato_236p_6a,gato_236p_6c,gato_236ac_6p | |moveId=gato_236p_6a,gato_236p_6c,gato_236ac_6p | ||
|name=Piercing Fang | |name=Piercing Fang | ||
|input=236A/C | |input=236A/C~6A/C | ||
|description3=* | |description2=* A soft knockdown followup which isn't safe either. Not special cancellable. You can run up after this move and continue pressure. | ||
|description3=* This move results in a sliding hard knockdown. You get more okizeme from this than you do from simply linking 236AC into 623D, but if you have meter to spend or you're in the corner then there's not much reason to use this at all. | |||
}} | }} | ||
===Wind Fang=== | ===Wind Fang=== | ||
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|name=Wind Fang | |name=Wind Fang | ||
|input=214B/D/BD~AB | |input=214B/D/BD~AB | ||
|description5=* | |description=* One of two command hops. This hop has strike followups. This version travels a short distance, making it useful in blockstrings. | ||
|description2=* Leaps higher and travels further than the light version. | |||
|description3=* This brake will only work if the move makes contact with the opponent. Launches on hit, leading to some juggle potential. | |||
|description4=* Destroys normal and EX fireballs, but not super fireballs. Travels slightly less far than the heavy version. | |||
|description5=* This brake will work even if the move whiffs. It's not really useful to attempt fakeouts with this move, however. Note that the game does not allow you to juggle this move into EX Whirling Fang and vice versa. | |||
}} | }} | ||
====Wind Fang Followups==== | ====Wind Fang Followups==== | ||
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|name=Vortex Fang | |name=Vortex Fang | ||
|input=214B/D/BD~A | |input=214B/D/BD~A | ||
|description3=* | |description2=* A ki blast directed at the ground, with the hitbox not reaching very high upward. Destroys normal fireballs. Gato leaps back after this move and the advantage on its own isn't great, but it is active enough to the point that using it as a meaty with the gright setup can lead Gato plus. | ||
|description3=* Also destroys EX fireballs. More advantage on block. This move juggles the opponent but it's only really useful in the corner where it can then link into EX Whirlwind Fang. | |||
}} | }} | ||
<!--Whirling Fang--> | <!--Whirling Fang--> | ||
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|name=Whirling Fang | |name=Whirling Fang | ||
|input=214B/D/BD~B | |input=214B/D/BD~B | ||
|description3=* | |description2=* An upward kick suited for juggles. | ||
|description3=* Launches the opponent higher for better combos. | |||
}} | }} | ||
<!--Arrow Fang--> | <!--Arrow Fang--> | ||
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|name=Arrow Fang | |name=Arrow Fang | ||
|input=214B/D/BD~C | |input=214B/D/BD~C | ||
|description3=* | |description3=* A divekick overhead. Doesn't knock grounded opponents down and is negative on block unless spaced. | ||
}} | }} | ||
<!--Sliding Fang--> | <!--Sliding Fang--> | ||
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|name=Sliding Fang | |name=Sliding Fang | ||
|input=214B/D/BD~D | |input=214B/D/BD~D | ||
|description3=* | |description2=* Once Gato touches the ground he slides forward for about half the screen. Like most slides it's only safe if spaced correctly, and it hits low. | ||
|description3=* Leads to a juggle instead of a super cancel, making it potentially more meter efficient. Travels a bit further and is safer, but Gato does take a while to land from his EX command hops. | |||
}} | }} | ||
===Backdraft Fang=== | ===Backdraft Fang=== | ||
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|name=Backdraft Fang | |name=Backdraft Fang | ||
|input=214A/C/AC~AB | |input=214A/C/AC~AB | ||
|description5=* | |description=* One of two command hops. This hop has utility followups. Identical to 214B but has a slightly different vocal cue. | ||
|description2=* Identical to 214D but has a slightly different vocal cue. | |||
|description3=* Identical. | |||
|description4=* Identical to EX Wind Fang, complete with the same vocal cue. | |||
|description5=* Identical. | |||
}} | }} | ||
====Backdraft Fang Followups==== | ====Backdraft Fang Followups==== | ||
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|name=Swift Fang | |name=Swift Fang | ||
|input=214A/C/AC~A | |input=214A/C/AC~A | ||
|description=* | |description=* A forward airdash which travels quite far and has fast startup. Gato's air normals are all good so this is very useful for extending pressure, but much like in most anime games this airdash can be easily stuffed. | ||
}} | }} | ||
<!--Counterattack Fang--> | <!--Counterattack Fang--> | ||
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|name=Counterattack Fang | |name=Counterattack Fang | ||
|input=214A/C/AC~B | |input=214A/C/AC~B | ||
|description2=* | |description2=* A counter attack. Gato will block a single hit then lunge his palms out for a soft knockdown. This is not a catch counter, so the opponent isn't guaranteed to actually get hit by this. Furthermore this move will only absorb a single hit, which is fine if you are baiting one-hit reversals such as [[The King of Fighters XV/Heidern|Heidern]]'s Moon Slasher, but not against [[The King of Fighters XV/Terry Bogard|Terry]] and [[The King of Fighters XV/Rock Howard|Rock]]'s Rising Tackles. | ||
}} | }} | ||
<!--Cipher Fang--> | <!--Cipher Fang--> | ||
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|name=Cipher Fang | |name=Cipher Fang | ||
|input=214A/C/AC~C | |input=214A/C/AC~C | ||
|description2=* | |description2=* A leaping command grab. Easy to set up from most blocked normals. On hit Gato throws the opponent fullscreen and it's a soft knockdown, meaning this effectively ends your turn. | ||
}} | }} | ||
<!--Fang of Darkness--> | <!--Fang of Darkness--> | ||
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|name=Fang of Darkness | |name=Fang of Darkness | ||
|input=214A/C/AC~D | |input=214A/C/AC~D | ||
|description=* | |description=* A fake version of Sliding Fang, but it really shouldn't be used as such, as the sound cue is different unless you use the EX version. Instead, this move is generally good for baiting reversals of all sorts, as Gato safely leaps back while the shadow slides forward. | ||
}} | }} | ||
===Lightning Fang=== | ===Lightning Fang=== | ||
Line 367: | Line 380: | ||
|name=Lightning Fang | |name=Lightning Fang | ||
|input=623B/D/BD | |input=623B/D/BD | ||
|description4=* | |description=* Gato's reversal. No version of Lightning Fang has particularly good range, but they reach high up. This move results in a soft knockdown. | ||
|description3=* This looks like a better version of 623B, dealing more damage and resulting in a hard knockdown. However, it is not a reversal. Rather, it is a combo tool where you either go for the hard knockdown or use its brake for juggles. | |||
|description4=* Just as fast as the light version but deals more damage. Also acts as a reversal. | |||
}} | }} | ||
Line 376: | Line 391: | ||
|name=Freeze Fang | |name=Freeze Fang | ||
|input=236236A/C/AC | |input=236236A/C/AC | ||
|description2=* | |description=* A 5f super with good range, allowing it to punish moves like [[The King of Fighters XV/Vanessa|Vanessa]]'s light Dash Puncher which are otherwise quite safe. Cancellable after Gato lands on his feet. | ||
|description2=* Cancellable after the last hit of three. | |||
}} | }} | ||
===Dragon Fang=== | ===Dragon Fang=== | ||
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|name=Dragon Fang | |name=Dragon Fang | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|description2=* | |description=* A fully-vertical reversal. The heavy version slides forward a bit before attacking, while the light version rises in place. If you're going for an Advanced Cancel then start with this super. | ||
|description2=* Just as fast as your meterless reversal. Deals more hits than 236236AC so it scales more. | |||
}} | }} | ||
Line 391: | Line 408: | ||
|moveId=gato_2141236cd | |moveId=gato_2141236cd | ||
|input=2141236CD | |input=2141236CD | ||
|description=* | |description=* Moves very far forward. Unusually safe when done raw, which is good to know if you're trolling. | ||
}} | }} | ||
Revision as of 03:42, 22 March 2022
Gameplay Overview
Gato is an XYZ charcter who does QWE using ASDF. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
- ┗Brake - [ or EX Backdraft Fang]]
- ┗Swift Fang -
- ┗Counterattack Fang - [in time with opponent's attack]
- ┗Cipher Fang -
- ┗Fang of Darkness -
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Normals
Far Standing Normals
far A
far A
f.A
f.A
|
---|
far B
far B
f.B
f.B
|
---|
far C
far C
f.C
f.C
|
---|
far D
far D
f.D
f.D
|
---|
Close Standing Normals
close A
close A
cl.A
cl.A
|
---|
close B
close B
cl.B
cl.B
|
---|
close C
close C
cl.C
cl.C
|
---|
close D
close D
cl.D
cl.D
|
---|
Crouch Normals
crouch A
crouch A
2A
2A
|
---|
crouch B
crouch B
2B
2B
|
---|
crouch C
crouch C
2C
2C
|
---|
crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
Shatterstrike
Shatterstrike
236CD
236CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Extinction Leg
Extinction Leg
(close) 4/6C
(close) 4/6C
|
---|
Great Spiral
Great Spiral
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Chinbreaker
Chinbreaker
6A
6A
|
---|
Tranquil Kick
Tranquil Kick
6B
6B
|
---|
Special Moves
Quaking Fang
Quaking Fang
236A/C/AC
236A/C/AC
|
---|
Piercing Fang
236A/C~6A/C
236A/C~6A/C
|
---|
Wind Fang
Wind Fang
214B/D/BD~AB
214B/D/BD~AB
|
---|
Wind Fang Followups
Vortex Fang
214B/D/BD~A
214B/D/BD~A
|
---|
Whirling Fang
214B/D/BD~B
214B/D/BD~B
|
---|
Arrow Fang
214B/D/BD~C
214B/D/BD~C
|
---|
Sliding Fang
214B/D/BD~D
214B/D/BD~D
|
---|
Backdraft Fang
Backdraft Fang
214A/C/AC~AB
214A/C/AC~AB
|
---|
Backdraft Fang Followups
Swift Fang
214A/C/AC~A
214A/C/AC~A
|
---|
Counterattack Fang
214A/C/AC~B
214A/C/AC~B
|
---|
Cipher Fang
214A/C/AC~C
214A/C/AC~C
|
---|
Fang of Darkness
214A/C/AC~D
214A/C/AC~D
|
---|
Lightning Fang
Lightning Fang
623B/D/BD
623B/D/BD
|
---|
Super Special Moves
Freeze Fang
Freeze Fang
236236A/C/AC
236236A/C/AC
|
No results |
---|
Dragon Fang
Dragon Fang
236236B/D/BD
236236B/D/BD
|
No results |
---|
Climax Super Special Moves
Flaming Serpent’s Fang
Flaming Serpent’s Fang
2141236CD
2141236CD
|
---|