Gura's Movelist


Fast moving character with 2 air dashes per airtime. Her air dashes are locked to horizontal and 25.7 degrees. She can hold her ground dashes to go further.
Honestly, I am not quite sure what kind of character she is. She got quite a few weird moves since I am using her to test various code.


Normal Attacks:



g.L (Double Stab)
Fastest ground attack, autochain into the second stab even on whiff, which makes it risky.
If Light is held, she will do a third stab.



g.dL (Pole Vault Kick)
Lunges forward and become airborne on hit, can launch off ledges, cannot Impulse.



g.uL (Ground Up Thrust)
Anti-Air Attribute. Jump Cancellable on active frames.
Cannot chain on whiff. Increased priority.



g.F (Backswing)
Decent long attack. Has a small hitbox behind her as well.



g.dF (Long Thrust)
Very long poke with long recovery frames, has a easy-to-hit sweetspot.
Can only chain on recovery frames even on hit unless sweetspotted. Reduced priority.
Held version does a shorter thrust that pulls opponent in on sweetspotted hit.



g.uF (Overhead Swing)
Anti-Air Attribute.
Held version gain Weakarmor on frame 8 (not in Survival). Cannot chain on whiff.



a.L (Tailswipe)
Fast easy-to-hit aerial, retains momentum well.



a.dL (Pogo Trident)
Hold to maintain a hitbox below you, bounces on hit.
Can repeat once without penalty.



a.uL (Up Tail)
Fast upward aerial.



a.F (Aerial Overhead Swing)
Huge aerial to catch opponents with.
Can be held to delay it, when held can hold Up to cancel attack on landing during startup frames.



a.dF (Trident Hitgrab)
Becomes a hitgrab if sweetspotted.



a.uF (Up Thrust)
Moves her upwards.


Heavy Attacks:



g.H (Sharkstomp)

Launcher. True disjoint hitbox.
Has a high sweetspot that can be difficult to land without using something like g.uL or a.dF (on grounded opponent).



a.H (Air Shark)

Long active frames,  true disjoint hitbox.
Crushes opponent on counter/punish hit.


Special Moves:



Akontio
Command: Sp + L (air OK)

Projectile Special that fires at fixed angles. Ground version can be aimed upward, air version can be aimed downward.
Can be charged to 3 different levels. Higher Charge Lvl projectiles fly faster, do more hits and have higher Projectile Level and Absorption Value.
If you release Light on the first frame Gura flashes white, you will fast-charge to Charge Lvl 3 (1 frame window).
While charging, you can press Fierce to cancel the move and recover instantly.
EX version has faster startup and launches a version of the projectile almost identical to Charge Lvl 3 but deals slighty less damage.



Akontio: Nostos
Command: Sp + L (air OK)
after firing a Charge Lvl 2/3/EX Akontio Projectile

Cause the last thrown trident to spin and relaunch towards targeted opponent (16-way).
Each spin reduces the Charge Lvl of the trident by 1 (EX counts as Charge Lvl 3).  The trident will relaunch till it reaches Charge Lvl 1.
Can chain from recovery frames of Akontio. The animation is "front-loaded" allowing for easy Blue SPC.
If the trident goes offstage it doesn't come back.



Sphyra
Command: Sp + uF (air OK)

Hammerhead DP.
Grounded version has Anti-Air attribute. Held version flies faster and higher.
Grounded EX version has invulnerability from frame 1.
Second hit has a sweetspot above you.



Harma
Command: Sp + F (in air)

Surfboard movement Special. Can only be performed in the air. Can move up/down during the attack.
Held version has only one hit and knock upwards but cannot move up/down. It will pass through opponent on block and has a sweetspot at the tip of the surfboard on the first few frames.
Can be Blue SPCed on whiff.
EX version has 5 hits and has Projectile Armor.



Kynigos
Command:  Sp + F (on ground)

Launch a ground fin projectile that turns when reaching a wall or a ledge.
Held version launches a slower projectile.
EX version launches 2 longer-lasting projectiles at different speeds.
Non-EX versions cannot be used if there is already 1 ground fin on stage, but the EX version can be used as long as there are less than 2 ground fins on stage.
The projectiles do not have hitboxes. You must trigger them with Kynigos: Gnathos.



Kynigos: Gnathos
Command: Unique + F
with Kynigos fins on stage
This is an Instant Action.

Trigger all Kynigos fins turning them into breaching sharks. They will face towards the targeted opponent.



Kynigos: Dolos
Command: Unique +  dF (on ground)
with Kynigos fins on stage

Teleport to the Kynigos fin closest to the targeted opponent bursting out of the ground.
Can cancel into most actions afterwards, use to expand your threat bubble.
Can be done during Eudaimon.



Eudaimon
Command: Sp +  Dash (on ground)

Command Dash with various follow-ups. Will always dash towards targeted opponent.
Can be Blue SDCed.



Eudaimon: Xyston
Command: F (during Eudaimon)

Stinger. Useful for surprise attacks. Has a sweetspot on the speartip for the first few frames.
True Gura mains always roundstart Stinger.



Eudaimon: Aspis
Command: dF (during Eudaimon)

Prop Shredder. Multi-hit move with long active hurtbox. On hit the recovery becomes cancellable into most actions.
Reflects Lvl 1/2 projectiles (not in Survival).


       
Eudaimon: Makhaira
Command: uF (during Eudaimon)

High Time. Anti-Air Attribute.
A 2-part move, press Fierce during the recovery for a turnable Helm Splitter follow-up.



Eudaimon: Harpe
Command: L (during Eudaimon)

Drive. Send out a wave projectile. Can be aimed upward at 45 degrees.
Only Eudaimon follow-up that can be turned.



Laimargia
Command: Sp + L + F (air OK)

Sharkbite Special. On hit/block grants you 1 Shark Emblem, sweetspotting grants you 2 instead.
Held version does more base damage but cannot sweetspot.
The EX version has 2 bites and grants you 2 Emblems and 3 on sweetspotting.
You can have a maximum of 3 Shark Emblems and you lose one for each hit you receive.



Myrmidon
Command: Unique + L (ver A), Unique + dL (ver B), Unique + uL (ver C)
This is an Instant Action.

Spend a Shark Emblem to summon an arcing small shark projectile.
Version A summons it under the midpoint between you and the opponent.
Version B summons it under you. Version C summons it under the opponent.
This move cannot be performed if the ground under the target is too far away.
Sharks take some time to spawn. If you are hit before they spawn they will stop and vanish.



Enosichthon
Command: Release Sp + Aux (air OK)
This is an EX-only move. There is no non-EX version.

Command grab EX Move. Grab opponent and slam them onto the ground.
You can strafe to the left/right a little during the grab sequence while going upward.
1 frame startup. Cannot be chained into. Cannot perform out of dash.
Cannot be done during cancellable animation (include stuff like landing animation).
Will whiff on opponent starting any movement option (like jumpsquat or dash startup).


Supers:

WIP. Wouldn't be coming anytime soon.


Get holoVersus (Test Build)

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