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omf2097:gargoyle_frames [2022/06/17 00:37] – created aokmaniac13 | omf2097:gargoyle_frames [2022/09/18 14:29] (current) – aokmaniac13 | ||
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^5P ^ Startup | ^5P ^ Startup | ||
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|:::|Jab. Garg jabs slightly upward with good range, so it's good for punishing things, starting air juggles, etc. It also makes a good round opener if you walk forward slightly. For most uses, though, you'll want something more powerful.|||||||| | |:::|Jab. Garg jabs slightly upward with good range, so it's good for punishing things, starting air juggles, etc. It also makes a good round opener if you walk forward slightly. For most uses, though, you'll want something more powerful.|||||||| | ||
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^4P ^ Startup | ^4P ^ Startup | ||
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^6K ^ Startup | ^6K ^ Startup | ||
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|:::|Short. Garg does your average small kick forward, with the usual insane priority and speed. Chains into another f+K or K if you want some free damage, but mainly there to stop things from coming your way or at least trade with them. Anybody can benefit from safe fast mid-hitting normals, and that's where this shines.|||||||| | |:::|Short. Garg does your average small kick forward, with the usual insane priority and speed. Chains into another f+K or K if you want some free damage, but mainly there to stop things from coming your way or at least trade with them. Anybody can benefit from safe fast mid-hitting normals, and that's where this shines.|||||||| | ||
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^5K ^ Startup | ^5K ^ Startup | ||
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^4K ^ Startup | ^4K ^ Startup | ||
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^3P ^ Startup | ^3P ^ Startup | ||
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|:::|Low jab. Average, except for the large hitstun it generates, meaning it links into any number of nasty things, especially up close. Of course, you need very good timing and spacing to get these to connect, but once you do, your Garg will be fearsome because it can start its many tricks off the totally safe low jab.|||||||| | |:::|Low jab. Average, except for the large hitstun it generates, meaning it links into any number of nasty things, especially up close. Of course, you need very good timing and spacing to get these to connect, but once you do, your Garg will be fearsome because it can start its many tricks off the totally safe low jab.|||||||| | ||
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^2P ^ Startup | ^2P ^ Startup | ||
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|:::|Low strong. Not all that great, as it has just as much of a range problem as low jab and doesn' | |:::|Low strong. Not all that great, as it has just as much of a range problem as low jab and doesn' | ||
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^1P ^ Startup | ^1P ^ Startup | ||
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|:::|Low fierce. Garg sticks out his little claw as much as he can, which isn't very far. This move is comparable in speed, range, and damage to most bots' low strongs, and in fact should probably be his low strong. It's still quite useful, though, as it's decently fast, links to many attacks, and generally keeps bad people away from you so you can start jumping.|||||||| | |:::|Low fierce. Garg sticks out his little claw as much as he can, which isn't very far. This move is comparable in speed, range, and damage to most bots' low strongs, and in fact should probably be his low strong. It's still quite useful, though, as it's decently fast, links to many attacks, and generally keeps bad people away from you so you can start jumping.|||||||| | ||
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^3K ^ Startup | ^3K ^ Startup | ||
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|:::|Low short. Garg's low short is his fastest move, and since Garg has compelling reasons to make opponents stand up, it'll often randomly hit. Use it as an annoyance, or chain into low jab to buy yourself some time.|||||||| | |:::|Low short. Garg's low short is his fastest move, and since Garg has compelling reasons to make opponents stand up, it'll often randomly hit. Use it as an annoyance, or chain into low jab to buy yourself some time.|||||||| | ||
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^2K ^ Startup | ^2K ^ Startup | ||
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|:::|Low forward, same as low short but slower. With all Garg has going for him, you'd expect this move to chain into Wing Charge or something. Instead, it just gets you low fierce for OK damage. Really, if you think the opponent isn't blocking low, you can at least try to sweep them.|||||||| | |:::|Low forward, same as low short but slower. With all Garg has going for him, you'd expect this move to chain into Wing Charge or something. Instead, it just gets you low fierce for OK damage. Really, if you think the opponent isn't blocking low, you can at least try to sweep them.|||||||| | ||
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^1K ^ Startup | ^1K ^ Startup | ||
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|:::|Sweep. Garg's sweep is slow-moving and kinda small but starts hitting early in the motion, meaning you can use it to play footsies if you're feeling adventurous. More often it'll just get blocked and the opponent will breathe a sigh of relief. Garg's lacking in the range department, so this is often a good finisher to a string of blocked moves to set up your jump.|||||||| | |:::|Sweep. Garg's sweep is slow-moving and kinda small but starts hitting early in the motion, meaning you can use it to play footsies if you're feeling adventurous. More often it'll just get blocked and the opponent will breathe a sigh of relief. Garg's lacking in the range department, so this is often a good finisher to a string of blocked moves to set up your jump.|||||||| | ||
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^j.P ^ Startup | ^j.P ^ Startup | ||
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|:::|Garg slowly goes into Wing Charge position, but doesn' | |:::|Garg slowly goes into Wing Charge position, but doesn' | ||
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^j.K ^ Startup | ^j.K ^ Startup | ||
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|:::|The absurd jumpkick. Garg extends his leg way down at a slight angle and folds the other one beneath him. It crosses up, it stuffs most anti-airs under the right conditions, its only weakness is slow startup and recovery. Of course, the startup won't be a problem if you wait a bit, as your opponent will be too busy not getting hit by the expected dive.|||||||| | |:::|The absurd jumpkick. Garg extends his leg way down at a slight angle and folds the other one beneath him. It crosses up, it stuffs most anti-airs under the right conditions, its only weakness is slow startup and recovery. Of course, the startup won't be a problem if you wait a bit, as your opponent will be too busy not getting hit by the expected dive.|||||||| | ||
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^j.2K Diving Claw ^ Startup | ^j.2K Diving Claw ^ Startup | ||
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|:::|Diving Claw. Garg arrows down to the ground with both legs out; if he hits, he flies the opponent up into the wall. Gargoyle' | |:::|Diving Claw. Garg arrows down to the ground with both legs out; if he hits, he flies the opponent up into the wall. Gargoyle' | ||
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^656P Wing Charge (Air OK) ^ Startup | ^656P Wing Charge (Air OK) ^ Startup | ||
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|:::|Wing Charge. Garg flies forward in a slight arc quite fast with both hands extended. It's got much more priority than equivalent rush moves like Rolling Thunder or Headbutt while it's going, but is quite unsafe when blocked. A no-brainer for combos or if someone does a slow move - I've even seen it trade with Flail' | |:::|Wing Charge. Garg flies forward in a slight arc quite fast with both hands extended. It's got much more priority than equivalent rush moves like Rolling Thunder or Headbutt while it's going, but is quite unsafe when blocked. A no-brainer for combos or if someone does a slow move - I've even seen it trade with Flail' | ||
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^236P Rising Talon ^ Startup | ^236P Rising Talon ^ Startup | ||
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|:::|Rising Talon. (Logically, it should be the Rising Claw and air d+K should be the Diving Talon, but whatever.) Gargoyle does the only genuine dragon punch move in the game, launching himself upward at a slight angle with both hands in front of him. This move is invincible to any jumping move (it will pass harmlessly through an air Rising Blade or an Overhead Throw), so it's perfect anti-air, and at point-blank range as he flies upward it has a lot of priority on the ground as well. It chains into Air Wing Charge at any time for boatloads of damage (especially if you cancel immediately), | |:::|Rising Talon. (Logically, it should be the Rising Claw and air d+K should be the Diving Talon, but whatever.) Gargoyle does the only genuine dragon punch move in the game, launching himself upward at a slight angle with both hands in front of him. This move is invincible to any jumping move (it will pass harmlessly through an air Rising Blade or an Overhead Throw), so it's perfect anti-air, and at point-blank range as he flies upward it has a lot of priority on the ground as well. It chains into Air Wing Charge at any time for boatloads of damage (especially if you cancel immediately), | ||
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