Gundam Wing: Endless Duel/Deathscythe: Difference between revisions

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=Strategy=
=Strategy=
==Combos==
==Combos==
Combos


SWPx3, Csw, GFDD+sk, CWw, Ssw, Csw (3+2+5+1+1+1=13) (100/25)<br>
YYY > 2A > EX-DP > 2B > A > 2A
Ssw, Csw, GQCFx2+k, CWw, Ssw, Csw (2+2+6+1+1+1=13) (200/140)<br>
SWV, SsV, GQCF+sk, SWPx3, GFDD+sk, CWw, Ssw, Csw (3+6+3+1x3+5+1+1+1=23)(209/119)<br>
SWV, SsV, GQCF+sk, GQCFx2+k, CWw, Ssw, Csw (3+6+3+8+1+1+1=23) (309/264)<br>
(CWw, Ssw, QCF+sk,)xn ((1+2+3=6)xn) (100xn/55+10xn)<br>


Illusion Kick (opener for combos):  Dash, sp<br>
A > 2A > Super > 2B > A > 2A
Buster Slash:  (From a distance) QCT+sW, (after it connects) QCTx2sW (3+10=13)
(Thanks, HyperBlissey)<br>
Shinigami Renzo:  cwW, sW, QCT+sp, rlr x y (y=infinite times)<br>
Shinigami no Kehai:  QCT+sp, wp, cwW, sW, rlr x y<br>
Deadly Roulettes:  QCT+sp, sW, csW, QCTx2+sp<br>
Death Becomes Me:  wp, wW, QCT+sp, cwW, csW, QCTx2+sp<br>
Quick Charge:  (Vulcan Range)wW, sW, QCT+sp, QCTx2+sp<br>
Quick Charge Minor:  (Vulcan Range) sp, QCT+sW, (when shield hits) QCTx2+wW<br>


EX-QCF > A > 2A > Super


Y > B > EX-QCF > 2B > 2A > Super
Weak Vulcan > Strong Vulcan > YYY > EX-DP > 2B > A > 2A
Weak Vulcan > Strong Vulcan > EX-QCF > Super > 2B > A > 2A
2B >5A > EX-QCF > Repeat (ToD Loop)
2YYY > 2B > EX-QCF > Repeat (ToD Loop, regains meter it uses)
Y > 2B > A > EX-QCF > Repeat (ToD Loop, regains meter it uses, canceled into EX-QCF on second hit of Standing A)


==Basic Strategy==
==Basic Strategy==

Revision as of 16:42, 20 December 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
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 8 12 +1 +1

Special and super cancelable. Chains into other grounded normals.


Standing Heavy Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 26 KD -8

Can be super canceled, but doesn't combo


Standing Light Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 24 -2 -9

Can be super and special canceled; chains into Standing Heavy Punch, Standing Heavy Weapon, Crouching Heavy Punch, Crouching Light Weapon, and Crouching Heavy Weapon. Floats on hit. Chain/Cancel window is very late.


Standing Heavy Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 11, 13 30 -6 -6

Can be special and super canceled. Hits OTG. Chains into Crouching Heavy Weapon. Hits airborne on 11th frame, grounded on 13th; only chains or cancels on last hit.


Crouching Light Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 8 12 +1 +1

Special and super cancelable. Chains into other grounded normals.


Crouching Heavy Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 27 KD -10

Can be super canceled, but doesn't combo. Hits OTG.


Crouching Light Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 11 26 -11 -11

Can be super and special canceled; chains into Standing Heavy Punch, Standing Heavy Weapon, Crouching Heavy Punch, and Crouching Heavy Weapon. Hits OTG.


Crouching Heavy Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 33 +6 -5

Can be special and super canceled. Hits OTG. Chains into Crouching Heavy Weapon. Only chains or cancels on 2nd hit, floats on hit.


Jumping Light Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground

Special and super cancelable.


Jumping Heavy Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 Until ground

Special and super cancelable


Jumping Light Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 12 Until ground

Special and super cancelable.


Jumping Heavy Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 13 Until ground

Can be special and super canceled. Hits OTG. Only cancels on 2nd hit.


Specials

Buster Shield
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 43 +8 +8

Advantage varies on number of hits; if used at point blank you'll get 1 hit and be -6. Otherwise distance is irrelevant; as long as you get 3 hits you'll be +8

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 43 +39 +8

Advantage is the same no matter how far away you are


Rising Scythe
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 11 54 KD -26

Air-OK

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 11 77 KD -52


Shinigami
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 65 KD -46

Air-OK, Frames 1 thru 12 invincible to strikes and projectiles, 9 hits

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 65

Air-OK, Frames 1 thru 12 invincible to strikes and projectiles, 9 hits


Vulcans
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far link 9 41 total -

Special and Super cancelable. Also chains into Strong vulcans

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far link 9 73 total

Special and Super cancelable.


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.


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.


Jump

47f; Frames 1-3 prejump, frames 5-47 airborne. In landing stun for 15 frames afterwards.


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.


Airdash Forwards/Backwards

9f


Airdash Up-Forwards/Backwards

17f


Airdash Up

22f


Dash

30f; Frames 5-25 invincible to strikes and projectiles. Can cancel with any grounded attack at any point.


Backdash

30f; Frames 5-25 invincible to strikes and projectiles.



Strategy

Combos

YYY > 2A > EX-DP > 2B > A > 2A

A > 2A > Super > 2B > A > 2A

EX-QCF > A > 2A > Super

Y > B > EX-QCF > 2B > 2A > Super

Weak Vulcan > Strong Vulcan > YYY > EX-DP > 2B > A > 2A

Weak Vulcan > Strong Vulcan > EX-QCF > Super > 2B > A > 2A

2B >5A > EX-QCF > Repeat (ToD Loop)

2YYY > 2B > EX-QCF > Repeat (ToD Loop, regains meter it uses)

Y > 2B > A > EX-QCF > Repeat (ToD Loop, regains meter it uses, canceled into EX-QCF on second hit of Standing A)

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.
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