Character |
Pick if you like... |
Avoid if you dislike...
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Clairen
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- Using dashdancing to weave in and out of ranges and whiff punish. Clairen has the longest dashdance in the game, allowing her to contest a lot of range without sacrificing actionability.
- Outranging opponents with big disjoints. Clairen's able to space her shield pressure a lot better than other characters, and she can create a wall of normals, especially with her Jab and Down Tilt, as well as Forward Air and Back Air.
- Being rewarded for creativity and precision. Clairen's tippers allow for some outlandish combos.
- Having a strong grab and throw game. Clairen has some of the best throw follow ups in the game, whether it be setting up into fastfallers with Up Throw, or her mixup between Forward Throw and Back Throw, leading to important kill confirms.
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- Having a bad scrapping game. While Clairen's combo game is up to par, her normals have both higher startup and endlag compared to others. This means that she is often forced to disengage immediately on shield pressure or any disadvantage, and she loses scraps in many situations.
- Lack of flowcharts. While there are a few kill confirms that Clairen can have, a lot of her moves heavily depend on DI and a mix of tipper/sour hits. There is rarely one size fits all for Clairen.
- Having a slower and exploitable recovery. Clairen's Up Special is very susceptible to wall teching due to its high startup and large but weak hitboxes, and being forced to wall jump out of her Forward Special is an additional weakness to worry about.
- Low survivability and bad disadvantage. Clairen's a light fastfaller, which means that she will die earlier than most characters while also getting comboed easily by opponents. She also struggles to get out of juggles, with tools like Neutral Air and fastfalling to stage being her best ways to contest them.
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Etalus
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- Heavy: He's got a lot of survivability, especially when enhanced by armor.
- Frosty Giant: Combined with freeze and his oppressive, big moves, he has a lot of ways to trap the opponent in a dangerous punish game.
- Edgeguards: With an excellent edgeguarding projectile through Icicles and strong Aerials, he can contest all sorts of recoveries.
- Armor: He can negate weak knockback with his Forward Air's weak armor, and with ice armor, he can negate all knockback when charging his Strongs and Getup Special with super armor, making him dangerous to hit incorrectly in any state.
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- Fragile Recovery: Unlike most characters, Etalus lacks a way to reliably get to the wall, having only Up Special as a single recovery tool, requiring his Aerials to challenge edgeguard attempts.
- Combo Fodder: He's big and heavy, making him perfect combo material.
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Fleet
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- Unique air movement with Slow Fall (a.k.a. Float), giving her unprecedented access to her Aerials at all points of the game.
- Projectiles for every occasion: from aiding her neutral, to techchasing, edgeguarding, juggling, applying Wind Chime, and even escaping disadvantage.
- Controlling the midrange with a suite of disjointed attacks, projectiles and Slow Fall.
- Being offstage royalty using Slow Fall and menacing edgeguarding tools such as N-Air, B-Air, and D-Air.
- Floaty characters that are hard to combo or pin down.
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- Resource management with her Neutral Special charges.
- Being lightweight and dying earlier than most of the cast.
- Having slower grounded movement and relying on air movement to apply pressure.
- Having slower attacks on average with some notable exceptions (like N-Air), limiting how she can pressure shield.
- Being susceptible to parry due to her delayed projectiles and Wind Chime, requiring her to play near her projectiles so opponents can't get a free parry.
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Forsburn
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- Great Buttons: His Cape gives him great range in his hits, and he has fast Tilts and Aerials to combo freely with into his great kill options.
- Deceptive: Lots of mindgames can be played with smoke and decoys.
- Combust: With smoke charges, he has a fast, big, strong finisher, giving him great comeback potential.
- Shield Pressure: Forsburn's Back Air and Down Air are particularly safe on shield. Many of Forsburn’s hits are also incredibly bruising on shield, leading to potential shield breaks.
- Out of Shield: Forsburn’s Neutral Air is incredibly active, and he also can reposition quite far with his long wavedash out of shield.
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- Resource Management: While his normals are easy, his Smoke and Decoy are not as straightforward, and it takes a lot of time to get good with.
- Recovery: He’s pretty easy to hold ledge against compared to others, making his offstage game considerably more risky.
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Kragg
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- Big Range: Kragg has big moves to combo, pressure, and kill his opponent with.
- Strong: He has some absurdly early kills off of reads, and he has no shortage of kill options.
- Good Shield: Neutral Air and Back Air are very fast combo starters that Kragg can use out-of-shield, making it hard for opponents to pressure his shield.
- Heavyweight: Kragg survives a lot longer than most characters.
- Beginner Recovery: If Kragg is offstage, he can summon a pillar to stand on and take his time recovering if he needs to. Against more skilled opponents, however, he can be easily gimped if he takes too long or acts too predictably.
- Throw Game: Kragg has a command grab, a fast chaingrab, and some nightmare confirms off of his Throws.
- Fast Frame Data: Kragg’s attacks are fast, including his rock throws, which can be difficult to react to.
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- Big: It can be easy for opponents to land stray hits on Kragg and combo him due to his size.
- Slow Movement: If an opponent keeps running away, Kragg struggles to chase them down due to his slow running and air speed.
- Committal Projectiles: Kragg’s Down Special and Neutral Special rock throw can be easily parried on reaction from far away. His rock pull is also relatively slow and can be punished if used too close to an opponent.
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Loxodont
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- Absurd Range: It’s like he has a lance instead of an axe. The entire platform is his domain.
- Punish Game: Loxodont hits so hard and forces earlier escapes than normal, because after a certain point, the reads end when he can cover every option.
- Tech Chase: Loxodont loves to tech chase and cover knockdowns, especially with Side Special and Down Throw.
- Stage Control: His axe and his meatball make it tough to run away from him.
- Edgeguarding: Loxodont can carry off and maintain ledge quite well against others.
- Weight: He takes longer to knock down and kill because of this. This also means he gets great CC reversal options.
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- Slow Movement: He is not going to run in and win, and he’s reliant on a hasty approach from the opponent.
- Poor Frame Data: His Jab is slower than his Grab, seriously. That’s the level of slow his moves are.
- Big: It’s pretty easy to get a hit on him and combo. His gravity actually makes him die earlier too, despite being a heavyweight.
- Out of Shield: He’s got a big Back Air and a big Grab, but these aren’t reliable.
- Shield Pressure: He's great at conditioning opponents to shield, but all he can do is Grab or Side Special at it.
- Linear Recovery: He can get edgeguarded very hard without Eruption available.
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Maypul
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- Mobile: She’s the fastest character by ground and by air, and she has some great burst options through Leaftasm and Dash Attack.
- Small: She’s got a small hurtbox which becomes even smaller on her good moves, making it hard to hit her.
- Strong Punish: She has an insane punish game enabled by wrap and tether.
- Stage Control: Lily limits the opponent's space while also being an important combo extension tool.
- Edgeguarding: She has many moves to trap opponents from getting to ledge, both onstage and offstage.
- Recovery: Her recovery has a lot of ways to challenge opponents, making it quite powerful and able to reversal into edgeguards.
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- Light Fastfaller: She is the combo food, the epitome of glass cannon.
- Stubby Buttons: She struggles to avoid losing to bigger hitboxes with her tiny buttons if directly contesting, meaning that she struggles to run in and mow down.
- Resource Management: Keeping Lily safe as well as her other plants can be tricky for beginners.
- CC Counterplay: Maypul has very limited counterplay to crouch cancel, making early percents a struggle.
- Shield Pressure: Her hits are too light to give enough shieldstun, and her grab is quite small with not many follow ups.
- Out of Shield: She has no real good buttons out of shield.
- Consistency: Maypul requires high execution to keep up due to her unintuitive recovery and punish game, with a necessity for heavy mixups.
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Orcane
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- Slippery: Orcane has a great run speed, and because of his low ground friction, he has one of the longest wavelands and wavedashes of the cast.
- Survivability: Orcane's hitstun gravity makes him fall out of the typical fastfaller and floaty combos that most characters have, and his weight gives him some good CC options out of it because of it.
- Low Profile: Orcane is short and has some unreal hurtbox contortion, allowing him to evade moves easier than other characters.
- Fast Frame Data: Orcane has incredibly fast buttons to link into each other, including his Tilts, Neutral Air, and Down Strong.
- Diverse Recovery: Orcane has a ton of options to recover and mixup with, even without teleporting to puddle.
- Offstage: If Orcane has a puddle, he can go for incredibly deep edgeguards without any risk.
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- Unorthodox Recovery: Without puddle, Orcane requires learning specific tech, making his learning curve a bit steeper.
- Crouch Cancel: Orcane's moves are usually quite light with committal options to beat CC, making his early percents a struggle.
- Range: Orcane's tools are fast, but they rarely win out against true disjoints. Apart from Down Tilt and Back Air, he needs to scrap to use his normals effectively.
- Struggles To Land: Orcane has very few options in the air that allow him to contest grounded opponents, and his puddle can be heavily exploited.
- Bubbles: Bubbles can be difficult to manage, since parry often invalidates them as true zoning tools.
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Ranno
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- Fast grounded movement and frame data to outmaneuver and overwhelm opponents.
- An explosive and technical combo game with tons of hitfallHitfall
A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.See in Glossary Aerials and DI mixups.
- Switching between playing patiently and aggressively, keeping opponents out before finding the moment to go in.
- A versatile gameplan that allows Ranno to adapt however the situation needs.
- Strong techchasing and edgeguarding to rack up damage and secure kills after limiting an opponent's options.
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- Relying on grounded movement & hitfallingHitfall
A universal movement technique for extending combos done by fastfalling during hitpause with an Aerial.See in Glossary to move quickly, as Ranno has the lowest base air speed in the game.
- Getting juggled hard, with his only tools around it being air stalling with Bubble & air dodge or edge cancelling Up Special.
- Committal recovery that allows for mixups but gets punished hard when intercepted.
- Having limited disjoints - mostly B-Air - to take space and contest other hitboxes.
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Wrastor
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- Aerial Presence: Wrastor’s moves and air movement allow him to completely dominate the air.
- Edgeguarding: Wrastor will start combos and end stocks against recovering opponents with zero worry.
- Speed Install: If Wrastor hits Slipstream, almost no character can outpace him anywhere, and his punish game only gets better.
- Tricky to Combo: Wrastor falls out of combos so often due to being floaty.
- Kills Early: Wrastor has devastating KO power off his confirms, given his sweetspots.
- Out of Shield: Wrastor has arguably the best punish on misspaced shield pressure with Up Special.
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- Dies Early: Wrastor is the lightest out of the cast, dying considerably earlier than others.
- Learning Curve: Wrastor is very unique in the cast with his aerial combo routes, making it difficult to pick up at first.
- Mental Stack: Wrastor lacks a lot of autopilot, having to aggressively track and read DI for his combos.
- Bad Scrapping: Wrastor struggles to scrap compared to the cast.
- Reliance on Confirms: Without finding confirms, he has to commit to hard reads to win with kill moves.
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Zetterburn
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- A powerful, straight-forward gameplan centered around Fireball, his strong Aerials, and Shine.
- Overwhelming rushdown with his high APMActions Per Minute
The number of actions performed in a period of time, used (figuratively) to illustrate the relative speed of inputs. See in Glossary Shine JCJump Cancel 1. A universal option of cancelling jumpsquat with an attack like Grab, Up Special, or Up Strong, allowing all three of those options to be accessible. 2. Using jump to cancel attacks, including Zetterburn's Shine, Kragg's Forward Special, Etalus's Dash Attack, Wrastor's Dash Attack. See in Glossary options, good framedata, and excellent Throws.
- Incredible kill power in his F-Air and his Strongs against burning opponents - especially Up Strong.
- Well-rounded mobility between his high fall, dash, run, jump, and wavedashWavedash
A universal burst movement option performed by jumping and immediately airdodging into the ground. (Video shows a waveland, then wavedash in place, wavedash diagonally down, and a full wavedash right)See in Glossary speeds.
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- Being very weak offstage, with an exploitable recovery and poor edgeguarding that risks getting reversalledNo results.
- Having no disjoints outside of B-Air, forcing Zetterburn to find other ways around enemy disjoints.
- Relying on confirms to get kills early, otherwise struggling to find kills in neutral.
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