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:
- Has a bit of everything in his kit.
- Can confirm from anything on the ground.
- Amazing grounded mobility.
- Great versatility of movement in the air.
- Amazing corner pressure.
Cons:
- Stiff air-dash.
- Low damage.
- Very low max-health.
- Very low max-guard.
- Very low ground jump.
- Difficulty to confirm in the air.
- Poor range.
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/6
S and other moves like forward/6
N 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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
1 |
0 |
25.0% |
0% |
N |
Grab |
0 |
5 |
3 |
48 |
-
|
63214n
|
Hits |
Damage |
Prorate |
Limit |
Type |
Guard |
Chip Damage |
Startup |
Active |
Total |
Advantage |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
1 |
0 |
100.0% |
0% |
N |
Grab |
0 |
3 |
3 |
31 |
-
|
8m
|
Hits |
Damage |
Prorate |
Limit |
Type |
Guard |
Chip Damage |
Startup |
Active |
Total |
Advantage |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
1 |
700 |
80.0% |
30% |
S |
L |
0 |
14 |
10 |
44 |
Min
-18
/
-10
,
Max
-9
/
-1
|
41236s
|
Startup |
Total |
|
|
30 |
50 (Counting flash: 90) |
j5s
|
Hits |
Damage |
Prorate |
Limit |
Type |
Guard |
Chip Damage |
Startup |
Active |
Total |
Advantage |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
1 |
600 |
50.0% |
0% |
N |
AHL |
100 |
8 |
4 |
37 |
Min
-22
/
-
,
Max
-19
/
-
|