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(→Differences from {{SSBU|Simon}}: Readding barrel cannon diff that was removed, reworded closer to Daisy's) |
(→Moveset: Added move names) |
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname=Short Bash ({{ja|ショートバッシュ|Shōto Basshu}} / Second Bash ({{ja|セカンドバッシュ|Sekando Basshu}}) / Whip Rush ({{ja|ウィップラッシュ|Uippu Rasshu}}) / Whip Finish ({{ja|ウィップフィニッシュ|Uippu Finisshu}}) | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
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If the attack button is held down instead, Richter will hold out the Vampire Killer, and it can then be manually twirled around. This attack is based on Simon's Whip Twirl from ''Super Castlevania IV'' (and was also used by Richter himself in ''Symphony of the Night''), and it is functionally similar to [[Sheik]]'s [[Chain]] in ''Melee'' and ''Brawl''. The chain deals minor damage in this way, but can cancel very weak projectiles that collide with it. The spiked ball of the chain is its sweetspot, which deals more damage and sends opponents away. If pushed off a platform by a windbox while doing this, Richter will continue dangling the whip, and can be moved left and right through the air while simultaneously controlling it. | If the attack button is held down instead, Richter will hold out the Vampire Killer, and it can then be manually twirled around. This attack is based on Simon's Whip Twirl from ''Super Castlevania IV'' (and was also used by Richter himself in ''Symphony of the Night''), and it is functionally similar to [[Sheik]]'s [[Chain]] in ''Melee'' and ''Brawl''. The chain deals minor damage in this way, but can cancel very weak projectiles that collide with it. The spiked ball of the chain is its sweetspot, which deals more damage and sends opponents away. If pushed off a platform by a windbox while doing this, Richter will continue dangling the whip, and can be moved left and right through the air while simultaneously controlling it. | ||
|ftiltname= | |ftiltname=Level Swing ({{ja|レベルスイング|Reberu Suingu}}) | ||
|ftiltdmg=12% (spiked ball), 10% (chain) | |ftiltdmg=12% (spiked ball), 10% (chain) | ||
|ftiltdesc=The iconic whip strike from the original ''Castlevania''. It has high range for its speed, and low ending lag. This makes it useful for general spacing. However, only the initial whip lash deals damage, and opponents can crouch under it. The tip of the chain deals more damage, and can KO at around 120% at the edge of {{SSBU|Final Destination}}. If the attack button is held, Richter will transition into the Whip Twirl, identical to his held neutral attack. | |ftiltdesc=The iconic whip strike from the original ''Castlevania''. It has high range for its speed, and low ending lag. This makes it useful for general spacing. However, only the initial whip lash deals damage, and opponents can crouch under it. The tip of the chain deals more damage, and can KO at around 120% at the edge of {{SSBU|Final Destination}}. If the attack button is held, Richter will transition into the Whip Twirl, identical to his held neutral attack. | ||
|utiltname= | |utiltname=Wide Shake ({{ja|ワイドシェイク|Waido Sheiku}}) | ||
|utiltdmg=10% (whip), 2% (close) | |utiltdmg=10% (whip), 2% (close) | ||
|utiltdesc=A quick whip twirl in a lasso-like fashion that covers above his head. Its hitbox is wide and covers above Richter's head, along with his arm. Provides excellent coverage above Richter, granting it good pressuring capabilities against aerial opponents. It can also potentially chain into itself more than once at low percents. However, it has no grounded hitboxes beside him whatsoever, making it risky against grounded opponents. The move also has a very weak hitbox when the chain first comes out, though it has no typical use. | |utiltdesc=A quick whip twirl in a lasso-like fashion that covers above his head. Its hitbox is wide and covers above Richter's head, along with his arm. Provides excellent coverage above Richter, granting it good pressuring capabilities against aerial opponents. It can also potentially chain into itself more than once at low percents. However, it has no grounded hitboxes beside him whatsoever, making it risky against grounded opponents. The move also has a very weak hitbox when the chain first comes out, though it has no typical use. | ||
|dtiltname=Sliding | |dtiltname=Sliding ({{ja|スライディング|Suraidingu}}) / Sliding Kick ({{ja|スライディングキック|Suraidingu Kikku}}) | ||
|dtiltcount=2 | |dtiltcount=2 | ||
|dtiltdmg=5% | |dtiltdmg=5% | ||
|dtilt2dmg=7% (clean), 3.5% (late) | |dtilt2dmg=7% (clean), 3.5% (late) | ||
|dtiltdesc=A slide kick based on his Slide and Jumping Slide abilities from ''Castlevania: Symphony of the Night''. The first hit is incapable of KOing even at 999%, but if the button is pressed again, Richter does a jumping kick that carries his momentum, comboing from the first hit. The jump deals less damage late, and is capable of jumping off platforms and edges. The first hit allows Richter to slide under projectiles or high hitboxes. The second hit can KO beginning at 140% from the edge of Final Destination. | |dtiltdesc=A slide kick based on his Slide and Jumping Slide abilities from ''Castlevania: Symphony of the Night''. The first hit is incapable of KOing even at 999%, but if the button is pressed again, Richter does a jumping kick that carries his momentum, comboing from the first hit. The jump deals less damage late, and is capable of jumping off platforms and edges. The first hit allows Richter to slide under projectiles or high hitboxes. The second hit can KO beginning at 140% from the edge of Final Destination. | ||
|dashname= | |dashname=Tackle ({{ja|タックル|Takkuru}}) | ||
|dashdmg=1.7% (hits 1-5), 3.5% (end) | |dashdmg=1.7% (hits 1-5), 3.5% (end) | ||
|dashdesc=A dashing attack while twirling the Vampire Killer beside himself. Based on his Blade Dash from ''Symphony of the Night''. The dash covers half of Final Destination. Capable of destroying weak projectiles, but extremely damaged opponents may be knocked out before the final hit. The move is also one of the few attacks that can still [[cross-up]] in ''Ultimate''. | |dashdesc=A dashing attack while twirling the Vampire Killer beside himself. Based on his Blade Dash from ''Symphony of the Night''. The dash covers half of Final Destination. Capable of destroying weak projectiles, but extremely damaged opponents may be knocked out before the final hit. The move is also one of the few attacks that can still [[cross-up]] in ''Ultimate''. | ||
|fsmashname= | |fsmashname=Full Swing ({{ja|フルスイング|Furu Suingu}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (spiked ball), {{ChargedSmashDmgSSBU|16}} (chain), {{ChargedSmashDmgSSBU|14}} (chain, close) | |fsmashdmg={{ChargedSmashDmgSSBU|18}} (spiked ball), {{ChargedSmashDmgSSBU|16}} (chain), {{ChargedSmashDmgSSBU|14}} (chain, close) | ||
|fsmashdesc=The iconic whip strike from the original ''Castlevania''. Rears back before performing a long-ranged whip crack while taking a step forward. Can be angled. Has tremendous reach, being the longest non-projectile forward smash in the game (outperforming {{SSBU|Corrin}}, {{SSBU|Mii Gunner}}, and {{SSBU|Shulk}}). Deals the most damage at the tip of the chain, and less when up close. The sweetspot can KO as early as 57% from the edge of Final Destination, is safe on shield due to its sheer distance, and deals respectable damage to shields. The rest of the move is punishable on shield, and opponents can crouch under the chain. If angled down, the sweetspot can hit ledge hanging opponents. | |fsmashdesc=The iconic whip strike from the original ''Castlevania''. Rears back before performing a long-ranged whip crack while taking a step forward. Can be angled. Has tremendous reach, being the longest non-projectile forward smash in the game (outperforming {{SSBU|Corrin}}, {{SSBU|Mii Gunner}}, and {{SSBU|Shulk}}). Deals the most damage at the tip of the chain, and less when up close. The sweetspot can KO as early as 57% from the edge of Final Destination, is safe on shield due to its sheer distance, and deals respectable damage to shields. The rest of the move is punishable on shield, and opponents can crouch under the chain. If angled down, the sweetspot can hit ledge hanging opponents. | ||
|usmashname= | |usmashname=Bat Killer ({{ja|バットキラー|Batto Kirā}}) | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain) | |usmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain) | ||
|usmashdesc=A vertical whip crack. It has immense vertical range, but its hitbox is incapable of hitting anyone directly beside Richter or the chain. Due to its high ending lag, this makes the move suited solely for aerial targets. While hard to hit, the sweetspot can KO as early as 67% on Final Destination. It can combo from up throw at 0-30%, though opponents can [[DI]] away from this. | |usmashdesc=A vertical whip crack. It has immense vertical range, but its hitbox is incapable of hitting anyone directly beside Richter or the chain. Due to its high ending lag, this makes the move suited solely for aerial targets. While hard to hit, the sweetspot can KO as early as 67% on Final Destination. It can combo from up throw at 0-30%, though opponents can [[DI]] away from this. | ||
|dsmashname= | |dsmashname=Whirlwind ({{ja|ワールウインド|Wāru'uindo}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain), {{ChargedSmashDmgSSBU|12}} (chain, close) | |dsmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain), {{ChargedSmashDmgSSBU|12}} (chain, close) | ||
|dsmashdesc=Drags the Vampire Killer across the ground from forward to back. Impressive overall range like his other smash attacks, and also deals less damage up close in a similar fashion. Both hits do the same amount of damage, with the first hit being rather fast. The sweetspot KOs as early as 85% from the edge of Final Destination. If not sweetspotted, the move is punishable. | |dsmashdesc=Drags the Vampire Killer across the ground from forward to back. Impressive overall range like his other smash attacks, and also deals less damage up close in a similar fashion. Both hits do the same amount of damage, with the first hit being rather fast. The sweetspot KOs as early as 85% from the edge of Final Destination. If not sweetspotted, the move is punishable. | ||
|nairname= | |nairname=Round Guard ({{ja|ラウンドガード|Raundo Gādo}}) | ||
|nairdmg={{ShortHopDmgSSBU|1}} (hits 1-6), {{ShortHopDmgSSBU|4}} (end) | |nairdmg={{ShortHopDmgSSBU|1}} (hits 1-6), {{ShortHopDmgSSBU|4}} (end) | ||
|nairdesc=Twirls the Vampire Killer around his body. Lacks the range of his usual moves, but deals multiple hits and can protect Richter from being pursued aerially. Has slightly deceptive range due to the twirling graphic, and only covers one character length around him. The looping hits send at the [[autolink angle]], allowing a falling neutral aerial to combo into a grab, neutral attack, or other moves. | |nairdesc=Twirls the Vampire Killer around his body. Lacks the range of his usual moves, but deals multiple hits and can protect Richter from being pursued aerially. Has slightly deceptive range due to the twirling graphic, and only covers one character length around him. The looping hits send at the [[autolink angle]], allowing a falling neutral aerial to combo into a grab, neutral attack, or other moves. | ||
|fairname= | |fairname=Aerial Swing ({{ja|エアリアルスイング|Eariaru Suingu}}) | ||
|fairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | |fairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | ||
|fairdesc=The aerial whip strike. Rears back and performs a long-ranged whip crack. It can be angled slightly upward and downward at roughly a 20 degree angle; if angled down, the move can hit grounded opponents. Excellent range, allowing it to hit distant targets easily. However, the hitboxes are slim and have a short duration, while the move has some startup, requiring precise use. Has low ending lag, allowing Richter to double jump and perform another aerial if done from a short hop. Also can be used as a [[tether recovery]], which is useful as Richter has no horizontal recovery options otherwise. The sweetspot can KO from 125% at the edge of Final Destination. | |fairdesc=The aerial whip strike. Rears back and performs a long-ranged whip crack. It can be angled slightly upward and downward at roughly a 20 degree angle; if angled down, the move can hit grounded opponents. Excellent range, allowing it to hit distant targets easily. However, the hitboxes are slim and have a short duration, while the move has some startup, requiring precise use. Has low ending lag, allowing Richter to double jump and perform another aerial if done from a short hop. Also can be used as a [[tether recovery]], which is useful as Richter has no horizontal recovery options otherwise. The sweetspot can KO from 125% at the edge of Final Destination. | ||
|bairname= | |bairname=Aerial Back Swing ({{ja|エアリアルバックスイング|Eariaru Bakku Suingu}}) | ||
|bairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | |bairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | ||
|bairdesc=Rears back and performs a long-ranged whip crack behind himself. Identical damage, properties and usage as forward aerial, and can also be aimed up and down. Like forward aerial, Richter can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery. Has more knockback growth despite the similar damage, with the sweetspot KOing from 110% at the edge of Final Destination. | |bairdesc=Rears back and performs a long-ranged whip crack behind himself. Identical damage, properties and usage as forward aerial, and can also be aimed up and down. Like forward aerial, Richter can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery. Has more knockback growth despite the similar damage, with the sweetspot KOing from 110% at the edge of Final Destination. | ||
|uairname= | |uairname=Aerial Top Swing ({{ja|エアリアルトップスイング|Eariaru Toppu Suingu}}) | ||
|uairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | |uairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | ||
|uairdesc=Rears back and performs a long-ranged whip crack directly above him. Functionally identical to forward and back aerials in all aspects apart from attack direction and the inability to be angled. Like forward and back aerials, Richter can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery, covering around the same distance as [[Uppercut]]. The sweetspot KOs from 100% while in the air. | |uairdesc=Rears back and performs a long-ranged whip crack directly above him. Functionally identical to forward and back aerials in all aspects apart from attack direction and the inability to be angled. Like forward and back aerials, Richter can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery, covering around the same distance as [[Uppercut]]. The sweetspot KOs from 100% while in the air. | ||
|dairname= | |dairname=Jump Kick ({{ja|ジャンプキック|Janpu Kikku}}) | ||
|dairdmg={{ShortHopDmgSSBU|12}}, {{ShortHopDmgSSBU|7}} (late) | |dairdmg={{ShortHopDmgSSBU|12}}, {{ShortHopDmgSSBU|7}} (late) | ||
|dairdesc=A [[stall-then-fall]] divekick, based on the ability both Simon and Richter can obtain in ''Castlevania: Harmony of Despair''. Goes downward at a diagonal angle, with the early frames being a [[meteor smash]]. If hit, Richter will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents. | |dairdesc=A [[stall-then-fall]] divekick, based on the ability both Simon and Richter can obtain in ''Castlevania: Harmony of Despair''. Goes downward at a diagonal angle, with the early frames being a [[meteor smash]]. If hit, Richter will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches with his left arm. Notably, while Richter can use his whip as a tether recovery, he does not use it to grab opponents. | |grabdesc=Reaches with his left arm. Notably, while Richter can use his whip as a tether recovery, he does not use it to grab opponents. | ||
|pummelname= | |pummelname=Grab Kneebutt ({{ja|つかみニーバット|Gurabu Nībatto}}) | ||
|pummeldmg=1.2% | |pummeldmg=1.2% | ||
|pummeldesc=Knees the opponent. | |pummeldesc=Knees the opponent. | ||
|fthrowname= | |fthrowname=Swing Throw ({{ja|スイングスルー|Suingu Surū}}) | ||
|fthrowdmg=7% | |fthrowdmg=7% | ||
|fthrowdesc=Spins once and flings the opponent forward. If the opponent misses a [[tech]], it can be followed up with forward smash, forward tilt or dash attack at 0%. Tech rolls can be caught with [[Axe]]. Richter's strongest throw, capable of KO'ing from 125% at the edge of Final Destination. | |fthrowdesc=Spins once and flings the opponent forward. If the opponent misses a [[tech]], it can be followed up with forward smash, forward tilt or dash attack at 0%. Tech rolls can be caught with [[Axe]]. Richter's strongest throw, capable of KO'ing from 125% at the edge of Final Destination. | ||
|bthrowname= | |bthrowname=Swing Back Throw ({{ja|スイングバックスルー|Suingu Bakku Surū}}) | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
|bthrowdesc=Flings the opponent backwards with both arms. Has the same combos as forward throw, but it is weaker for KOing, as it does so from 145% at the edge of Final Destination. | |bthrowdesc=Flings the opponent backwards with both arms. Has the same combos as forward throw, but it is weaker for KOing, as it does so from 145% at the edge of Final Destination. | ||
|uthrowname=& | |uthrowname=Toss & Beat ({{ja|トス&ビート|Tosu ando Bīto}}) | ||
|uthrowdmg=6% (hit 1), 4% (hit 2) | |uthrowdmg=6% (hit 1), 4% (hit 2) | ||
|uthrowdesc=Heaves the opponent into the air before lashing at them with the Vampire Killer. One of Richter's most useful throws due to its setup ability and damage, being the most damaging throw in his moveset. Can initiate combos at 0% such as into up smash, or start aerial juggles. At higher percents, it can set up into up aerial for a KO. | |uthrowdesc=Heaves the opponent into the air before lashing at them with the Vampire Killer. One of Richter's most useful throws due to its setup ability and damage, being the most damaging throw in his moveset. Can initiate combos at 0% such as into up smash, or start aerial juggles. At higher percents, it can set up into up aerial for a KO. | ||
|dthrowname= | |dthrowname=Slapdown ({{ja|スラップダウン|Surappudaun}}) | ||
|dthrowdmg=8% | |dthrowdmg=8% | ||
|dthrowdesc=A {{s|wikipedia|chokeslam}}. Like forward and back throws, it can follow up with forward smash or forward tilt at 0%, or cover tech rolls with Axe. | |dthrowdesc=A {{s|wikipedia|chokeslam}}. Like forward and back throws, it can follow up with forward smash or forward tilt at 0%, or cover tech rolls with Axe. |
edits