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| {{ProConTable | | {{ProConTable |
| |pros= | | |pros= |
| * '''Traps and Keepaway''': Emperor specializes in Traps and Keepaway, layering multiple projects into a space to create a literal minefield for the opponent to deal with | | * '''Traps and Keepaway''': Emperor specializes in Traps and Keepaway, layering multiple projectiles into a space to create a literal minefield for the opponent to deal with |
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| * '''Unique Win Condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way | | * '''Unique Win Condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out |
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| * '''Defensive mixups''': Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery give Emperor plenty of options after any move to keep the opponent guessing on how to approach him | | * '''Defensive mixups''': Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery give Emperor plenty of options after any move to keep the opponent guessing on how to approach him |
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| * '''Assist Gain''': A combination of low recovery moves, rotating them, Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy | | * '''Assist Gain''': Low recovery moves, rotating them and repeated Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy |
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| | * '''High Damage Punishes''': Huge upsides of combining Thunder Crest, Mines and Dynamite. Emperor can deal loads of bravery damage any time an opponents gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest |
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| |cons= | | |cons= |
| * '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without stage counterpicks. Any character that can play around Starfall and traps requires a different approach to beat | | * '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat |
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| * '''Polarizing stage strengths''': Stages change The Emperor's gameplan harder than many other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages | | * '''Polarizing stage strengths''': Stages change The Emperor's gameplan harder than many other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages |
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| = Overview = | | = Overview = |
| | Emperor Mateus is a '''keepaway zoning character''' with loads of trap-style moves, an unblockable cast, high damage and low risk zoning. |
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| | Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low recovery moves, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach. |
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| | Uniquely, Emperor can utilize trade punishes out of the any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. Often times its good to manage resources well, and if this results in a worthwhile trade in his favor. |
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| | Knowing which traps stop what, trade or punish or the opponent has to play risky into is key to playing him to his highest potential. ALSO you get the satisfaction of free-styling confirms with stray trap hits and assist all day. |
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| = Bravery Moves = | | = Bravery Moves = |
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| ''[Close] Sweep with staff. Extra explosion damage on hit.'' | | ''[Close] Sweep with staff. Extra explosion damage on hit.'' |
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| | A 21F Melee High?? What a bargain! |
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| | Very low range and awkward hitbox that follows exactly the staff motion, longer active to the right of Mateus. |
| | Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and whiff punish in grounded footsies. The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it's a nice filler ender after TC if possible since it gives a good position and EX Force. |
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| | It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more. |
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| |-|Landmine= | | |-|Landmine= |
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| ''[Close] Lay mine. Multiples OK; they will persist a long time.'' | | ''[Close] Lay mine. Multiples OK; they will persist a long time.'' |
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| | Exactly what it says, throws out landmines that spread out like bombs. |
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| | Great non-committal, fast projectile to just litter the ground with and to stop movement aside from dashing. The damage on hit with a damage build is scary enough to get hit by, easily reaching 300 to 400 with crits. |
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| | With Vacuum from Dreary Cell and Mine around, you can combo into assists. Be careful as they can mess up ground rush assists into Thunder Crest should the opponent land directly into them without activating Crest first. In that case, landing them into Flare can be a backup. |
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| | They explode after a set amount of time aswell |
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| |-|Light Crest (ground)= | | |-|Light Crest (ground)= |
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| ''[Long] Emit bomb from staff that lands and draws in foe.'' | | ''[Long] Emit bomb from staff that lands and draws in foe.'' |
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| | Charges a ball that tracks the opponent while aiming, and can be manually adjusted a little into any direction. Can't shoot directly up or down, only at about 45 degrees max. |
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| | Has 3 charge levels that change priority, damage, range and the time it lasts after it sticks to a surface. After it runs out it becomes a huge explosion which does 80% of its damage and is unblockable. |
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| | After the move sticks to a surface it becomes Special Priority |
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| |-|Thunder Crest= | | |-|Thunder Crest= |
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| ''[Mid] Draw sigil on the ground. Paralyzes foe when in range.'' | | ''[Mid] Draw sigil on the ground. Paralyzes foe when in range.'' |
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| The bread and butter of The Emperor's ground game and combos. The bane of many close range characters' existence. The Emperor draws a large sigil that travels forward on the ground for a moment before activating. Bounces off of walls and outright stops at edges. The Emperor can turn and place the crest into any direction with [[Lock_Off|'''lock off''']], if it's set on neutral circle input.
| | THE trap of all time |
| | Draws a sigil that travels forward on the ground for a little, bounces off of walls and outright stops at edges. Mateus can turn and place the crest into any direction with [[Lock_Off|'''lock off''']], if it's set on neutral circle input. |
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| | It has a slight upward hitbox and the sigil itself is very accurate to its hitbox, just clipping into it is enough to activate it. When active it slightly draws in characters and assists. It can activate as soon as it's visible right infront of Mateus. |
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| Thunder Crest has a bigger hitbox than what the sigil implies, and draws in characters and assists near it once activated. It can activate as soon as it's visible if the opponent's character or assist is near it.
| | The crest stays out when |
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| The damage output is good as it is at 40 damage multiplier, but it becomes even more notable when used in tandem with Mine. The last hit sends at a decent upward angle for followups. | | The damage is amazing and with Mine skyrockets his damage potential |
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| One of Thunder Crest's standout properties is that it stays even if he gets hit while casting it until it completely vanishes. And because it's unblockable, it overrides any attack and guard. It essentially shuts down any approach going through it, making it incredibly oppressive against some characters and greatly limiting their options. This gives The Emperor ''more'' time to set up other traps around him or change strategies. | | One of Thunder Crest's standout properties is that it stays even if he gets hit while casting it until it completely vanishes. And because it's unblockable, it overrides any attack and guard. It essentially shuts down any approach going through it, making it incredibly oppressive against some characters and greatly limiting their options. This gives The Emperor ''more'' time to set up other traps around him or change strategies. |