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| Very low range and awkward hitbox that follows exactly the staff motion, longer active to the right of Mateus. | | Very low range and awkward hitbox that follows exactly the staff motion, longer active to the right of Mateus. |
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| 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. | | 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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| 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. | | 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 | | They explode after a set amount of time on their own, and Mateus can have 8 ground Mines and 8 air Mines out at once. |
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| |-|Light Crest (ground)= | | |-|Light Crest (ground)= |
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| }} | | }} |
| ''[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.'' | | ''[Mid] Draw vertical light sigil. Fires when foe enters range; large vertical range.'' |
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| | Mateus draws a Light Crest that points upwards |
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| | The sigil spawns slightly above the ground which makes it not hit standing characters immediately as it spawns. If the opponent gets above it, 5 projectiles fire at them that additonally bounce off of walls/projectiles and slightly home in. |
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| | Low hitstun makes it hard to use effectively, but excels at keeping opponents out the air above you in pair with Flare and Dreary Cell. If a Mine or Dreary Cell vacuum is near you can combo off of it with assists or set up for trap chains. |
| | If used, using it just for additional pressure keeps aerial characters busy enough while Mateus creates more dangerous setups. |
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| |-|Dynamite (ground)= | | |-|Dynamite (ground)= |
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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. | | 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. | | Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush. |
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| | It becomes Special Priority as it sticks, making it '''dashable and clashable''' but '''unblockable'''. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can lose to it and result in the opponent getting hit by the explosion anyway. |
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| | The hitstun as it lands as a ball is great for assist conversions, and if it hits at max charge combos into the vacuum of the sticking ball by itself if hitting a character grounded/at a wall. |
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| After the move sticks to a surface it becomes Special Priority
| | Since the knockback always knocks them away from Mateus, it can be controlled into the needed wall/groundrush direction or knocking the opponent into Flare, Mines or Thunder Crest. |
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| |-|Thunder Crest= | | |-|Thunder Crest= |
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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. | | 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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| The crest stays out when
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| The damage is amazing and with Mine skyrockets his damage potential | | The crest staying out when Mateus is hit makes it extremely annoying for trades since its Unblockable and beats every other priority. Its able to be used as an intentional trade into BRVs, or HPs like Lord of Arms for a guaranteed break, making footsies against him risky to approach. |
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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.
| | The damage is amazing already and with Mine skyrockets his damage potential, making any TC hit potentially deadly especially with assist. |
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| </tabber> | | </tabber> |