Stickman


Basic information

Health Mana Max Mana Regeneration Jump Counts Airdashes Count Max Air Movement Count Guard Bar Guard Break Cooldown Burst Cooldown Ground Drag Air Drag Gravity
20000 2000 5e-05% / frame 2 2 2 900 units 10.0s 60.0s 0.73 {'x': 0.985, 'y': 1} {'x': 0, 'y': -1}

Description

Pros:

Cons:

Other Details

Stickman specializes in the Neutral type, which means he has a lot of Non-Typed moves and a few Neutral ones.
Despite having as basic gimmick for his Ascend, it is still efficient and he also has the strange property of being considered grounded at the beginning of an air-jump, meaning he can do grounded moves in the air at the cost of an air-jump.
With their characteristics, they would be considered as a decently versatile rushdown , played by people who likes character not too hard to pick, but hard to master, and wishing to dominate their opponents in pressure but trading their own durability.

Ascend Mechanic

Stickman's ascend is simple, it is used by pressing 2A and cost 20% meter.
The effect is that of a type switch and, just like other type switches, it will change the type of the following moves for a third of a second but, unlike the others, will change those moves to true neutral.

Playing As

To play stickman you must be mindful of your few good options in neutral like your projectile on j.forward/6S and other moves like forward/6N as you will desperately need everything you can have in neutral.
The reason is that neutral is difficult for stickman as most character will have either more range, or better rewards on neutral win than him.
As such, your main tool that you should master is your mobility, which gives you the ability to mix-up your options with you 8 way air-dash and your great run and walk that you can cancel by shielding at any point (Stickman's run as a small start up where he can't shield though).
You must use every tool that your mobility gives you and remain patient to find, or create, an oppening and then try to run your advantage state as long as you can.
To remain in advantage don't forget what options your opponent has in defense and use your Ascend when you know when they will try to escape but you don't know what Typed defensive options they will choose.
Your low guard bar means that you don't have many chances to get out of pressure against most characters, which means you mustn't panic, as you need to make one good decision to get out and you need to be especially efficient, throwing options in defense without thinking will get you killed quickly, remember more than any other player other characters that, each time you do something to try to get out of pressure, you give your opponent a chance to pierce through your defenses.

Playing Against

To play against stickman, you must remain patient whether in neutral or in defense.
They will likely try to skip the neutral phase as fast as they can, so that they can run their advantage, however due to their poor range they will have to take some risks to come to you and that is where you can punish them, they also deals poorly with projectiles due to their low ground jump.
After all, stickman is extremely fragile and any repeated loss in neutral will have a great toll on him and will give you the necessary time to do any set up you may want to do.
Also, try to remain in the air, simply because, if you block in the air you will be thrown far away (though you will lose a lot of ground so be careful, you don't want to put yourself in the corner) and if you're hit, stickman will have a hard time comboing you, especially without ressources.
Use your parries and invincible/armored... moves in defense, as not only you might not be able to get out of their corner pressure otherwise, but also as they are sensitive to any Typed defensive options because of their Neutral speciality which makes them mostly rely on Non-Typed moves, However it also means that you must be careful of their Neutral moves and Ascend.

Combos

If you don't understand the notation, you can find it here.
The full combo playlist with all the following combos can be found here

Meterless Basic Combo.

[Video] (2N/5N/5S/2M) 6N/3N 3M 3V jc9 j.5N j.3N
[Video] (2N/5N/5S/2M) 6N/3N 3M 623N

Basic Combo with Meter.

[Video] (2N/5N/5S/2M) 6N/3N 3M 3V 624M

BnB Overdrive.

[Video] 623N(1) O-OD 6N/3N 3M 3V jc9 j.5N j.3M (land) 8N hjc9 j.5N j.5V j.8N AT

BnB Meterless.

[Video] (2N/5N/5S/2M) 6N/3N 3M 3V jc9 j.5N j.3M (land) 8N hjc9 j.5N j.5V j.8N AT
[Video] j.5N j.5V j.8N AT

BnB Metered.

[Video] (2N/5N/5S/2M) 6N/3N 3M 3V jc9 j.5N j.3M (land) 8N hjc9 j.5N j.5V j.214S (land) 426V hj9 j.5N j.5V j.8M AT
[Video] (2N/5N/5S/2M) 6N/3N 3M 3V jc9 j.5N j.3M (land) 8N hjc9 j.5N j.5V j.214S 624M -> 624S 2N oki
[Video] (2N/5N/5S/2M) 6N/3N 3M 3V jc9 j.5N j.3M (land) 8N hjc9 j.5N j.5V j.214S (land) 426V 624684N
[Video] j.5N j.5M j.214S j.426V (land) hj9 j.5N j.5V j.8N AT

Matchups

Palettes


Move list

5n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 7
1 300 60.0% 0% NT AH 0 7 2 25 Min -5 / 3 , Max -4 / 4

6n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 11
1 700 80.0% 30% NT AH 0 11 10 47 Min -10 / 7 , Max -1 / 16

8n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 11
1 700 85.0% 30% NT H 0 11 4 39 Min -16 / -8 , Max -13 / -5

3n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 11
1 800 85.0% 20% NT AL 0 11 2 31 Min 2 / 16 , Max 3 / 17

2n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 7
1 300 60.0% 0% NT AL 0 7 2 25 Min -6 / 2 , Max -5 / 3

236n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
Frame 10
1 950 85.0% 30% N AHL 200 8 14 40 Min -4 / - , Max 6 / -

623n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 5
1 0 25.0% 0% N Grab 0 5 3 48 -

63214n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 6
1 2000 95.0% 30% N A 400 6 4 38 (Counting flash: 75) Min -26 / -22 , Max -23 / -19

6321469874n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 10
1 600 120.0% 0% N AHL 800 10 5 40 (Counting flash: 88) Min -8 / - , Max -4 / -

j5n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 9
1 650 80.0% 0% NT AH 0 9 6 33 Min -13 / -6 , Max -8 / -1

j6n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 11
Frame 13
Frame 15
1 850 85.0% 40% NT AH 0 11 6 39 Min -20 / -15 , Max -13 / -7

j8n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
Frame 10
Frame 12
1 825 85.0% 10% NT AH 0 8 6 38 Min -18 / -10 , Max -13 / -5

j3n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
1 825 85.0% 15% NT AHL 0 8 3 31 Min -23 / - , Max -21 / -

j2n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 15
Frame 19
Frame 23
Frame 27
Frame 31
Frame 35
Frame 39
7 650, 600, 600, 600, 600, 600, 600 86.0%, 86.0%, 86.0%, 86.0%, 86.0%, 86.0%, 86.0% 10%, 10%, 10%, 10%, 10%, 10%, 10% NT, NT, NT, NT, NT, NT, NT AH, AH, AH, AH, AH, AH, AH 0, 0, 0, 0, 0, 0, 0 15, 19, 23, 27, 31, 35, 39 4, 4, 4, 4, 4, 4, 4 68 Min -11 / 1 , Max -8 / 4

j623n

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 3
1 0 100.0% 0% N Grab 0 3 3 31 -

8m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 15
Frame 19
2 800, 800 82.0%, 82.0% 0%, 35% M, M HL, HL 0, 0 15, 19 4, 4 53 Min -20 / -11 , Max -17 / -8

3m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 20
Frame 22
Frame 24
Frame 27
4 400, 500, 400, 400 92.0%, 90.0%, 90.0%, 96.0% 10%, 10%, 10%, 10% M, M, M, M AL, AL, AL, AL 0, 0, 0, 0 20, 22, 24, 27 2, 2, 3, 8 57 Min -7 / 8 , Max 0 / 15

2m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 13
Frame 16
1 550 80.0% 0% M AL 0 13 6 39 Min -3 / 12 , Max -1 / 12

236m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 16
1 1400 84.0% 40% M AHL 600 16 2 60 Min -24 / - , Max -23 / -

63214m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 11
1 3500 70.0% 100% M HL 500 11 6 49 (Counting flash: 97) Min -18 / -5 , Max -13 / 0

j5m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 13
Frame 16
1 800 80.0% 10% M AH 0 13 6 47 Min -16 / -4 , Max -17 / -9

j8m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 12
1 950 84.0% 20% M AH 0 12 8 48 Min -16 / -3 , Max -9 / 4

j3m

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 15
1 850 80.0% 50% M AH 0 15 3 61 Min -26 / -13 , Max -24 / -11

5s

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 9
1 450 80.0% 0% S AHL 0 9 4 32 Min -7 / - , Max -4 / -

3s

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 14
Frame 19
1 700 80.0% 30% S L 0 14 10 44 Min -18 / -10 , Max -9 / -1

41236s

Startup Total
Frame 30
30 50 (Counting flash: 90)

j5s

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 12
Frame 15
Frame 18
3 300, 300, 300 90.0%, 90.0%, 90.0% 5%, 5%, 10% S, S, S AH, AH, AH 0, 0, 0 12, 15, 18 3, 3, 3 45 Min -18 / -12 , Max -16 / -10

j6s

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 19
Frame 20
Frame 22
2 400, 400 80.0%, 80.0% 20%, 20% S, S AHL, AHL 0, 0 19, 22 3, 3 53 Min -19 / - , Max -17 / -

j3s

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 13
Frame 17
Frame 23
3 300, 300, 300 90.0%, 90.0%, 90.0% 10%, 10%, 10% S, S, S AHL, AHL, AHL 0, 0, 0 13, 17, 23 4, 6, 6 53 Min -18 / - , Max -13 / -

j214s

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 12
Frame 14
Frame 16
Frame 18
Frame 20
5 300, 300, 300, 300, 300 92.0%, 92.0%, 92.0%, 92.0%, 92.0% 5%, 5%, 5%, 5%, 10% S, S, S, S, S AHL, AHL, AHL, AHL, AHL 20, 20, 20, 20, 20 12, 14, 16, 18, 20 2, 2, 2, 2, 2 50 Min -24 / - , Max -23 / -

5v

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 6
1 500 75.0% 20% V AL 0 6 2 22 Min -8 / -3 , Max -7 / -2

3v

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 12
Frame 15
Frame 17
3 200, 200, 300 93.0%, 90.0%, 87.0% 0%, 10%, 20% V, V, V L, AL, AL 0, 0, 0 12, 15, 17 3, 2, 2 37 Min -7 / 1 , Max -6 / 2

41236v

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
1 850 100.0% 15% V AHL 500 8 4 26 (Counting flash: 71) Min -3 / - , Max 0 / -

j5v

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 6
1 600 86.0% 20% V AHL 0 6 4 28 Min -12 / - , Max -9 / -

j2v

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
1 600 85.0% 40% V AH 0 8 40 68 Min -52 / -47 , Max -13 / -8

j41236v

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
1 700 90.0% 30% V AHL 0 8 2 24 (Counting flash: 69) Min -4 / - , Max -3 / -

[6]4v

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
Frame 14
1 1000 90.0% 95% V HL 200 8 22 90 Min -70 / -62 , Max -49 / -41

Ground high reversal

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
1 600 50.0% 0% N AHL 100 8 4 37 Min -22 / - , Max -19 / -

Ground low reversal

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
1 600 50.0% 0% N AHL 100 8 4 37 Min -22 / - , Max -19 / -

Air reversal

Hits Damage Prorate Limit Type Guard Chip Damage Startup Active Total Advantage
Frame 8
1 600 50.0% 0% N AHL 100 8 4 37 Min -22 / - , Max -19 / -