Altron Gundam!
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[LEFT]COMMAND NORMALS (SKILL MOVES)[/LEFT]
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[LEFT]Long Punch - twd+HP[/LEFT]
[LEFT]This ground-only command normal is an excellent poking tool. It’s safe on block, and reaches very far! On hit, Long Punch is often best cancelled into Vulcan or Trident Assault. These won’t combo, but they will keep the pressure on, and might even net you some extra damage! Avoid trying to use this on opponents that are close-in, as there is no hit box immediately next to Altron![/LEFT]
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[LEFT]SPECIAL MOVES (ATTACK COMMANDS)[/LEFT]
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[LEFT]Vulcan - QCF+P[/LEFT]
[LEFT]The LP version costs 25 ammo and fires 5 shots, while the HP version costs 50 ammo, firing 10 shots. Can be used on the ground or in the air. Altron’s Vulcans do negligible amounts of damage, and track about as well as most Vulcans in the game. They can be used for safe chip damage, or pestering opponents at great distance, but it’s not unreasonable to go entire fights without using them. It is okay to use them liberally, however, as they have low ammo consumption. Be aware that ranged beam attacks will cut right through Vulcan shots! Safe on block.[/LEFT]
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[LEFT]Dragon Fang - QCB+P[/LEFT]
[LEFT]This special attack does up to 4 hits, the last of which causes a hard knock down. Dragon Fang can be used on the ground or in the air. Unlike the Long Punch command normal, it’s technically unsafe on block, but it is difficult or sometimes impossible for many enemy suits to punish when used at a proper distance. A successful Dragon Fang can oftentimes set up an Altron Claw super, but mid-screen this can require precision running, especially if Dragon Fang was performed in the air. Altron Claw isn’t always possible, or worthwhile for that matter, depending on spacing, and is best reserved for a cornered opponent to ensure the most hits possible. Dragon Fang can allow Altron to remain in the air indefinitely.[/LEFT]
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[LEFT]Dragon Punch - twd, dwn, twd+P[/LEFT]
[LEFT]Altron uppercuts with one of its claws, then extends the other claw for additional hits. This attack has 5 hits, the last of which causes a hard knockdown. Dragon Punch can be used to anti-air in some situations. The hit box is pretty good, but there is no invincibility on start-up to speak of, so you can rule out trying to use it as a reversal. Dragon Punch is best used within a combo, and the knock down it rewards can be easily followed up with Altron Claw with a little bit of running. Avoid throwing it out randomly of course, because it’s horribly unsafe if guarded. Not a true dragon punch motion, you actually need to hit the directions listed.[/LEFT]
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[LEFT]Guard Jump - QCB+K[/LEFT]
[LEFT]Altron blocks attacks while leaping towards or away from the opponent. The LK version of this special move leaps backwards, while the HK version leaps forwards, and both can be used on the ground or in the air, so you might also find use for it as an extra mobility option while airborne. Guard Jump is a very interesting special that doesn’t attack the opponent itself, but you can cancel it with an attack of your own. During the quick start-up Altron is still vulnerable, and yes, there is also a vulnerable recovery period if you did not cancel Guard Jump with an attack! LK Guard Jump has very little use, but it can sometimes be a safer way to try to create more distance from an opponent, as the blocking will be active sooner than you would be able to block after thrusting, and it leaps back much further than jumping back while blocking normally. The HK version can be used to quickly and safely attempt to approach your opponent, and is Altron’s fastest method of attacking with a high attack. A successful hit from a HK Guard jump can be converted into a full combo for decent damage. Any attacks guarded during Guard Jump will halt your momentum, however, so its use is lessened against zoning enemies.[/LEFT]
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[LEFT]Helmet Hit (unblockable) - HCB+P[/LEFT]
[LEFT]Altron readies the beam trident, jumps straight up to thruster height and descends with an unblockable attack, hitting up to 5 times. This unblockable special often goes mostly over-looked, but I consider it to be one of the better unblockables in the game. Altron has numerous ways of causing a hard knock down, and Helmet Hit is a wonderful, specialized tool against opponents who like to try to use thruster recovery to get out of the knock down and back in the fight quickly. This is especially true when you’ve cornered them. The start-up is slower than average for an unblockable, but Altron will physically block your opponent from escaping, and attack them immediately after. If timed properly to be truly meaty for a normal wake-up, it can be very difficult to dodge and punish, as the dodge must be frame-perfect on wake-up. This timing takes a little practice, but isn’t too difficult. So that leaves them with having to use thruster recovery away (which can still be a small victory for the Altron player), or using an invincible start-up reversal, something many enemies simply don’t have. Using back thruster recovery means they’ve either cornered themselves, or they may have used at least 2 bars of thruster gauge to attempt to get over and away from you. You will still be able to chase and pressure them easily.[/LEFT]
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[LEFT]Trident Assault (unblockable) - HCB, twd+P[/LEFT]
[LEFT]Altron performs three advancing, unblockable swings with the beam trident. After an exceptionally fast start-up, the first and second swings hit 1 time each, then the third swing hits 3 times and causes a hard knock down. Trident Assault will attack full screen provided your opponent doesn’t retreat. The swings don’t combo, but with this attack being unblockable, it is difficult to hold that against it. Dodging between the swings after being hit by the first one requires nearly or exactly frame-perfect dodging, but it is possible. An invincible start-up reversal can also break off this attack, but is also difficult. Trident Assault can be used in many situations, thanks to its fast start-up. It can even be used for some interesting “un-combos” to potentially squeeze in some extra damage by resetting the combo counter and removing damage scaling, with only minor risk. Also, a successful Trident Assault can be easily followed up by Altron Claw.[/LEFT]
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[LEFT]Vernier Mode - QCF+thruster[/LEFT]
[LEFT]For Altron, Vernier Mode could be used to attempt to catch opponents attempting to remain indefinitely airborne with the life-lead and score a knock down with Dragon Fang or harass them enough to terminate their flight. It does provide armor against attacks as long as they don’t have knock down or launcher properties. You cannot block attacks normally while Vernier Mode is active, but Altron is able to use Guard Jumps! During Vernier Mode, it is possible to dodge up to 3 times. Lasts approximately 5 seconds, requires full thruster gauge.[/LEFT]
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[LEFT]SUPER (MEGA SPECIAL ATTACK)[/LEFT]
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[LEFT]Altron Claw - QCF + any two attack buttons[/LEFT]
[LEFT]Altron attacks with an extended claw doing up to 3 hits, then again with the other arm for up to 3 more hits possible, and once more with both arms simultaneously for up to 5 more hits. None of the hits will cause a knock down. This super unfortunately leaves a lot to be desired. Altron Claw does not combo correctly on standing opponents. On block, it isn’t safe, and on hit, it still isn’t safe because it’s terribly easy for the opponent to dodge and punish successive hits even if they’ve been hit by the initial attack! Because of these properties, Altron Claw is relegated to being used to add small amounts of damage to the end of knock down combos while the enemy is still in a bouncing state. Do not try to use Altron Claw outside of this niche purpose![/LEFT]
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[LEFT]NOTES[/LEFT]
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[LEFT]-s.HK launches high, can anti-air, and has no hittable box below the shoulders once active[/LEFT]
[LEFT]-cr.HP has incredibly fast start-up, sweeps the opponent and reaches nearly full screen[/LEFT]
[LEFT]-cr.HK also sweeps, and unlike cr.HP, can be chained into[/LEFT]
[LEFT]-j.HK alters jump arc, excellent hit box, can anti-air, launches low[/LEFT]
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[LEFT]COMBO APPENDIX[/LEFT]
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[LEFT]1.) cr.LP, cr.LK, cr.HK xx Altron Claw[/LEFT]
[LEFT]This is a very simple and reliable entry-level combo.[/LEFT]
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[LEFT]2.) cr.LP, cr.LK xx Dragon Fang, run, Altron Claw[/LEFT]
[LEFT]This combo is slightly more difficult, but is overall an improvement to combo 1. The damage is a bit higher and it will push your opponent into the corner more. Be sure to cancel the cr.LK as quickly as possible for the Dragon Fang to combo.[/LEFT]
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[LEFT]3.) cr.LP, s.LK, s.HK xx Dragon Punch, run, Altron Claw[/LEFT]
[LEFT]This fancier combo does a bit more damage, but won’t connect properly against many crouching opponents. Be sure to cancel into Dragon Punch as quickly as possible after the 2nd hit of s.HK, otherwise, the knock down hit of Dragon Punch may whiff![/LEFT]
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[LEFT]4.) Trident Assault, Altron Claw[/LEFT]
[LEFT]This simple combo is used to add some easy extra damage after a successful Trident Assault.[/LEFT]
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[LEFT]5.) j.LP, j.LK, j.HK xx Dragon Fang[/LEFT]
[LEFT]This combo is great to use during a jump-in or HK Guard Jump. It can also be used for air-to-air situations if you omit the j.LP. Altron Claw to end the combo may be possible mid-screen, but is impractically difficult and best only used on a cornered opponent.[/LEFT]
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[LEFT]STRENGTHS[/LEFT]
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[LEFT]-excellent overall pokes[/LEFT]
[LEFT]-jabs are among the best[/LEFT]
[LEFT]-j.HK has excellent utility and priority[/LEFT]
[LEFT]-extremely fast, long range sweep[/LEFT]
[LEFT]-formiddible rushdown[/LEFT]
[LEFT]-great unblockables[/LEFT]
[LEFT]-capable of permanent air time using Dragon Fang and thrusters[/LEFT]
[LEFT]-strong ground and air game[/LEFT]
[LEFT]-decent anti-air[/LEFT]
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[LEFT]WEAKNESSES[/LEFT]
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[LEFT]-weak full screen offense[/LEFT]
[LEFT]-difficulty dealing with solid rush down/pressure, no real “get off me” tools.[/LEFT]
[LEFT]-difficulty dealing with solid zoning[/LEFT]
[LEFT]-weak combo damage[/LEFT]
[LEFT]-solid shell ammo attack[/LEFT]
[LEFT]-weak super with no utility[/LEFT]