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Escavalier
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Updated - February 20, 2011
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Escavalier is a bug/steel type Pokemon and the evolution of Karrablast. If A Karrablast is traded with a Shelmet, it will incorporate the Shelmet’s armor into its body to evolve. Escavalier bears a strong resemblance to Roman warriors, and boasts high physical attack and defense, but has low special attack and defense.
Works:
Pokémon Black and White (Nintendo DS)
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General Information
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Offense:
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8/10 |
Origin:
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Pokémon Black and White |
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Defense:
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6/10 |
Release Date:
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2010 |
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Projectile:
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1/10 |
Home Stage:
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N/A |
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Weight:
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7/10 |
Taunt Up:
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Escavalier does an arm-pump before letting out his cry in a more intense tone, like a war cry. |
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Speed:
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1/10 |
Taunt Down:
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Escavalier looks down as the visor of his helmet falls over his eyes. His eyes shine for a moment through the visor in an intimidating fashion before. |
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Recovery:
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3/10 |
Taunt Side:
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Escavalier points one lance forwards as if to say “Get over here!” |
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Throwing Ability:
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3/10 |
Entrance:
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A Pokeball is thrown to the stage, and opens up as Escavalier lets out his cry. |
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Final Smash:
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8/10 |
Kirby Hat:
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Kirby acquires Escavalier’s helment and one of his arms turns into a lance. |
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Moveset
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Button Configuration
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Name of Attack
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Attack Details
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Standard Special:
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Megahorn (12%) |
Escavalier pulls back one lance before thrusting it forwards, which also sends his entire body rushing forwards at a good space for 1/3 of Battlefield. This deals good knockback making it a good KO punisher, but it has low end lag so it’s also a safe approaching tool. On the downside the attack has above average starting lag so it’s not helpful once you already are in melee range. |
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Side Special:
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Reversal (6%) |
Escavalier swings one lance across his chest in a parrying motion. This deals low knockback if it strikes an opponent under normal circumstances, but if it clashes an opponent’s melee attack it will cause them to reel back with high hit-stun, guaranteeing Escavalier a free hit. This move also reflects physical projectiles. While it has low startup lag, the move has high end lag so you need to anticipate your opponent’s attack or else end up being punished yourself. |
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Up Special:
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Twinneedle (6%-12%) |
Escavalier thrusts one lance straight up, propelling his body upwards as high as Marth’s Up Special. This deals 12% and strong horizontal knockback on hit. Unfortunately, this has moderate startup lag and is a purely vertical recovery. While Megahorn could be used as a horizontal recovery, it too has unfavorable startup lag, and when you combine this with Escavalier’s high fall speed he has trouble recovering from even moderate distances off-stage.
There is a more interesting property of this move, which also where its name comes from. You see, the vast majority of Escavalier’s attacks are lance-based, and he usually only uses one of them in an attack. While they tend to start quickly, they also have unfavorable end lag. However, if you use this input while in the middle of a lance attack, Escavalier will quickly thrust his other lance at a 60 degree upwards angle. This deals 6% and moderate horizontal knockback. You can use this during the end lag of the main attack to keep it safe, or quickly chain it from a hit from the primary attack to tack on more damage. The angle of this strike also allows him to cover more vertical area with normally horizontally-focused attacks. Note that you can only use one “Twinneedle strike” per attack. Additionally, this does not work with his special moves except for this one. |
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Down Special:
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Fast Guard (0%) |
Escavalier pulls his arms close to his body as he closes up his shell. True to its name, this move has low starting lag. Escavalier can maintain this stance for up to 2 seconds before he is forced to exit it. If he is struck while locked down his armor, he takes halved knockback and no hitstun, so he can immediately exit his stance (again, with low lag) and perform a counter-attack. Granted, at higher percents he will probably be sent too far away to actually hit his opponent, but he can still throw-off follow-up attempts, or use Megahorn to try and get back into melee range. The range of Escavalier’s melee strikes and his abilities to counter or tank through hits are the main things that allow him to have such a good offensive game despite his atrocious mobility and lack of projectiles, and he can perform outright KOs rather early if given the chance, making up for the fact that he has no off-stage game to speak of. |
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Final Smash
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X-Scissor (20%) |
Escavalier holds both of his arms in the air, crossing them to make an X shape as he lets out a war-cry. He then charges forwards at a high speed with both lances pointed out until he reaches the edge of a platform or travels as far as Final Destination. Anyone in his way as he charges is dealt very high knockback, capable of KOing as low as 50%. After the attack finishes, the adrenaline rush of the attack gives Escavalier super-armor and 50% resistance to grabs for the next 10 seconds. |
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Submitted By: Hyper_Ridley
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