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Ouroboro

Gardevoir Moveset Guide CURRENT PATCH (DX 1.5)

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Formatting stolen from Thulius and Drakonzeta's moveset guides. Sorry, I don't have a lot of energy to make original things.

 

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Specialities and Overview

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Gardevoir has an 150cc synergy gauge, which is tied for the 2nd fastest building synergy in the game. In addition, she technically the most efficient burst mode in the game, with a 16 second burst duration for only 150cc. However, she is most notable for excelling in a unique combination of chip damage, shield damage, and projectile priority; a combination no other characters get to use in their base move-kit. She utilizes a variety of delayed projectiles that can be used defensively, and offensively, making her a strange character that can threaten up close as well zone from afar. In exchange for an incredible offense and variable defense, she lacks big hitboxes, fast punishes, and good raw defensive options. However, with strong creativity, mind games, and strong knowledge of offense and defense, you can break down any opponent with this character.

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Basic Mechanics

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Spoiler

Float (j.R)

Spoiler

float.jpg

 

Gardevoir does a dainty float that suspends her in mid-air a bit and works almost like a second jump. This move is pretty good for delaying your landing, but the animation is very obvious and she drops ever so slowly in the first place, making you free damage in the eyes of a patient opponent. If your opponent doesn't have a good anti-air, jumping and floating straight above them will give them difficulty, allowing you even sometimes to get a punish with your divekick (j.X). You cannot use float after using an attack in the air, bar J.5y in duel, and Magical Leaf (j.A) in field. Use this to mix-up landings, cross-up, or stall the clock.

Counter (X+A) (27f-47f)

Spoiler

CA 1.jpgCA 2.jpg

 

Shield Data: -4  (charged, and uncharged)

Hit Data: +4 uncharged, launch on charge OR critical hit

 

Gardevoir's counter is tied for the FASTEST in the game at 29 frames uncharged and 49 frames charged. This is generally a low-mid level Gardevoir's favorite button. Unlike other counters, Gardevoir's basic counter always combos on critical hit, charged or uncharged. Not only does it deal a ton of damage, it also attacks on both sides, allowing you to nail badly timed cross-ups and is even rather safe on block, albeit still negative (-4). It'll launch on critical hit, allowing you to forgo a combo and set up a Future Sight or other Okizeme if you so choose.

 

However, this counter suffers from having very little horizontal and vertical hitbox, allowing opponents to simply jump or walk away to dodge and punish this move. Even being the fastest counter in the game, 29 frames is still not very quick, and since it is -4 no matter how long you charge it, pressing this counter on block will always give your turn back to the opponent.

 

You can move slightly left and right with this move when the attack portion is coming out, allowing you to space or chase when needed. Does a lot of shield damage too. In burst, this counter attack becomes +8 on block and no longer recoils Gardevoir backward, making it a much more threatening tool. Use it as defensive tool when you're feeling pressured, as a guard breaking tool, or as a tool to cover your offensive projectiles.

Grab (Y+B) (11f)

Spoiler

grab.jpg

Gardevoir's grab is generally pretty good. It deals a hefty amount at 120 damage (tied with Mewtwo), decent range (nothing spectacular though) and synergizes well with Gardevoir's pressure game. Using Gardevoir's grab will erase all traces of Future Sight (123A) and Psychic (4AX) on the field however, so be careful when timing this grab with your projectiles. Other than that, grabs aren't complex, you know what to use them for.

Jump Counter (j.X+A) (42f)

Spoiler

jCA 1.jpgjCA 2.jpg

Shield Data: -20

Hit Data: +8

Poses in an armored stance in the air, then slowly charges down. High attack priority, and good deal of shield damage.  It cannot be grabbed on start-up when you're in the air since basic grabs do not hit anything not grounded, making it useful for covering both attack and grab. Since it delays itself in the air first before charging down, it can beat out poorly timed counter attacks as well. It's pretty good versus mashers who keep throwing attacks and grabs, and it can combo depending on where it lands on your opponent. The closer to the feet it hits, the more + on hit it is. It will also hurt a lot, as this move does not scale very much, if at all. Combos easier on crit. If this move hits someone in the air, it will knock them down, allowing you to set-up a Future Sight or other Okizeme.

 

Overall, this move is not as useful as it first may seem. A patient opponent can just counter or anti-air this attack on reaction, although they must time well for the latter. It's also extremely punishable on block at -20 on block, as well as doing a very notable recoil animation. Depending on your opponent and depending on where it lands however, it can be safer due to self knock-back. In synergy burst however, this move loses the recoil completely, and is 0 on block at worst, making it a much better tool, albeit still exploitable due to the delay. Use it optimally as a mix-up tool when landing, it can turn a bad landing into a 200 damage combo if used sparingly. Refrain from using this move against characters with really good and quick punishes.

 

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Universal Specials

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Spoiler

Psyshock (5A) (19f)

Spoiler

psyshock.jpg

Shield Data: -12

Hit Data: Launch -> Air Tech (shift in Field)

Gardevoir pushes forward and throws out a quick projectile that instantly shifts in Field Phase and launches in duel. Overall, this is one her better projectiles, if not, her go-to move. It's quick start-up makes it hard to react to, especially at closer ranges, making it good to stop forward momentum. It's also one of the strongest projectiles in the game, killing almost everything except lasers. On block, this move chips a decent amount and pushes the opponent back a considerable distance, putting you at an advantage pretty much every time this move lands on block or hit. If your opponent is near the wall, this move even wall splats, allowing you to deal massive damage. This is mostly because the move also doesn't scale (?????????????) as well as wall splats quite high, so having your opponent against the wall will have them fearing this move if they know what its capable of. If this move hits an opponent in the air, it will knock them down, allowing you to set-up a Future Sight or other Okizeme.

 

However, be aware that even though this move is very safe due to its knock-back and shield-stun, Gardevoir has a considerable amount of recovery after using it, which makes it vulnerable to whiff punishing via jumps and vulnerable to counter attacks (which will get stunned quite a bit still, due to move being divided into multiple hits). Be wary of throwing this move too often for this reason. The move doesn't hit very high, so getting jumped in by fighters with really good jump ins is something to keep in mind (Pikachu, Lucario etc) .Also, keep in mind that if your opponent is against the wall, there is no space to push them back, allowing them to punish your Psyshock with a quick button. Still, this is a very good move. It's just not spammable versus a patient opponent. Use this to stop your opponent advances or movement options (dashes), cover or set-up into your other projectiles (due to the shield stun), or pressure your opponent offensively.

Calm Mind and Variations (4A), (4AX), (4AY), (4A.R), (4AA)

Spoiler

Calm Mind (4A)

Spoiler

calm mind.jpg

Psychic (4AX) (103f, does not include Calm Mind animation)

Spoiler

psychic 1.jpgpsychic 2.jpg

Energy Ball (4AY, 4AYY) (19f, does not include Calm Mind animation)

Spoiler

energy ball.jpgenergy ball disperse duel.jpg

 

Teleport (4A.R, does not include Calm Mind animation)

Spoiler

teleport.jpg

 

Dazzling Gleam (4AA) (29f, does not include Calm Mind animation)

Spoiler

dazzling gleam.jpgdazzling gleam 2.jpg

 

 

 

 

Stored Power (6A) (23f)

Spoiler

stored power 0.jpgstored power 1.jpgstored power 2.jpgstored power 3.jpg

 

 

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Duel Phase

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Spoiler

Normals

Spoiler

4Y (23f)

Spoiler

4y.jpg

5Y(YYY) (15f)

Spoiler

5y.jpg5yy.jpg5yyy.jpg

 

2Y (15f)

Spoiler

2y.jpg

 

6Y (19f)

Spoiler

6y.jpg

 

8Y (15f)

Spoiler

8y.jpg

5X (19f)

Spoiler

 

6X (23f)

Spoiler

6x.jpg

4X (35f, 58f, 104f)

Spoiler

4x 1.jpg4 x 2.jpg

 

2X (27f)

Spoiler

2x.jpg

 

8X (15f)

Spoiler

8x.jpg

 

 

Specials

Spoiler

Future Sight (2A, 108f)

Spoiler

future sight 1 1.jpgfuture sight 1 2.jpg

 

Here we go.

 

Air Future Sight (8A, 78f)

Spoiler

future sight 2 1.jpgfuture sight 2 2.jpg

 

Magical Leaf (j.A, 42f)

Spoiler

magical leaf 1.jpg

lol

 

 

 

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Field Phase

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Spoiler

nY(15f)

Spoiler

ny.jpg

 

 

 

sY(17f)

Spoiler

sy.jpg

 

 

fY(23f)

Spoiler

fy.jpg

 

 

 

f[Y](31f)

Spoiler

[fy].jpg

 

 

 

bY(23f)

Spoiler

by.jpg

 

 

 

b[Y](23f)

Spoiler

[by].jpg

 

 

j.Y (23f)

Spoiler

jy.jpgjy 2.jpg

 

 

 

Homing Attack XX, X[X] (25f)

Spoiler

 

homing attack 1.jpghoming attack 2.jpg

 

 

 

 

 

 

 

 

 

 

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