Gundam Wing: Endless Duel/Deathscythe: Difference between revisions
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Revision as of 21:49, 5 July 2019
| Deathscythe | |
| Classification | |
| Model number | |
| Height | |
| Weight | |
| Pilot | |
Introduction
Information
FGT: 140
WEP: 120
SPD: 160
POW: 120
ARM: 120
RFN: Gundam Deathscythe
HEI: 16.3 WEI: 7.2 MAT: Gundanium RN: XXXG-01D
AMS: Vulcan Gun*2, Machine Cannon*2, Beam Scythe*1, Buster Shield*1,Hyper Jammer*1
IGP: [DUO] Duo Maxwell (Doesn't matter who he is, he totally redefines
the term 'Dynamic Duo.' :)
DES: Despite its name, it cannot do a fatality in this game. But then
again, other robots cannot do fatalities either.
DIS: n/a 1CS: Yellow, white, black 2CS: Yellow, white, purple
Basics
Move List
| Standing Light Punch |
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| Standing Heavy Punch |
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| Standing Light Weapon |
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| Standing Heavy Weapon |
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| Crouching Light Punch |
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| Crouching Heavy Punch |
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| Crouching Light Weapon |
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| Crouching Heavy Weapon |
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| Jumping Light Punch |
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| Jumping Heavy Punch |
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| Jumping Light Weapon |
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| Jumping Heavy Weapon |
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Specials
| Buster Shield |
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| Rising Scythe |
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| Shinigami |
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| Vulcans |
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Movement Data
| Forward Blockdash |
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled. |
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| Backwards Blockdash |
45f; Frames 1-4 block high, frames 5-24 block airborne while retreating, frames 25-45 are recovery and can be superjump cancelled. |
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| Jump |
47f; Frames 1-3 prejump, frames 5-47 airborne. In landing stun for 15 frames afterwards. |
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| Superjump |
52f; Airborne from frame 5. In landing stun for 15 frames afterwards. Frames 1-7 invincible to strikes and projectiles. Can act on frame 22. |
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| Airdash Forwards/Backwards |
9f |
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| Airdash Up-Forwards/Backwards |
17f |
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| Airdash Up |
22f |
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| Dash |
30f; Frames 5-25 invincible to strikes and projectiles. Can cancel with any grounded attack at any point. |
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| Backdash |
30f; Frames 5-25 invincible to strikes and projectiles. |
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Strategy
Combos
Combos
SWPx3, Csw, GFDD+sk, CWw, Ssw, Csw (3+2+5+1+1+1=13) (100/25)
Ssw, Csw, GQCFx2+k, CWw, Ssw, Csw (2+2+6+1+1+1=13) (200/140)
SWV, SsV, GQCF+sk, SWPx3, GFDD+sk, CWw, Ssw, Csw (3+6+3+1x3+5+1+1+1=23)(209/119)
SWV, SsV, GQCF+sk, GQCFx2+k, CWw, Ssw, Csw (3+6+3+8+1+1+1=23) (309/264)
(CWw, Ssw, QCF+sk,)xn ((1+2+3=6)xn) (100xn/55+10xn)
Illusion Kick (opener for combos): Dash, sp
Buster Slash: (From a distance) QCT+sW, (after it connects) QCTx2sW (3+10=13)
(Thanks, HyperBlissey)
Shinigami Renzo: cwW, sW, QCT+sp, rlr x y (y=infinite times)
Shinigami no Kehai: QCT+sp, wp, cwW, sW, rlr x y
Deadly Roulettes: QCT+sp, sW, csW, QCTx2+sp
Death Becomes Me: wp, wW, QCT+sp, cwW, csW, QCTx2+sp
Quick Charge: (Vulcan Range)wW, sW, QCT+sp, QCTx2+sp
Quick Charge Minor: (Vulcan Range) sp, QCT+sW, (when shield hits) QCTx2+wW
Basic Strategy
Advanced Strategy
The Good:
- Untouchable dash, good for dash-in attacks or retreating.
- Can easily perform one of the few endless combos.
- Good counter-attacks for punishing or countering.
- Super does lots of damage and chains easily.
- Very nice range.
The Bad:
- Doesn't combo very well aside from the strong fireball.
- Inflexible; it doesn't have many options, making it very straight-forward.
- Special attacks don't do much damage.
- Most attacks leave you very vulnerable.
| Gundam Wing: Endless Duel | ||||
|---|---|---|---|---|
| Deathscythe | Epyon | Heavyarms | Mercurius | Sandrock |
| Shenlong | Tallgeese | Vayeate | Wing | Wing Zero |
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |
