Here is the frame data for all the Lance attacks including start up frames, active frames,
recovery frames, total frames and I even included the damages.
I've highlighted certain data that I've found to be worth mentioning in the video
so keep them in mind if you want to.
Neutral light is a great move against short to mid ranged weapons from unarmed to sword
and axe.
Feel free to use this move whenever enemies with those weapons are on the ground at decent
range from you because this move outranges them and has very low recovery time so when
used correctly, it is rarely punished by short to mid range weapons.
I personally use this move the most versus enemies that are using short to mid ranged
weapons and are more grounded.
Side light is a great punish move against any types of weapons.
It has slightly shorter range than the neutral light but the lance user pushes the attack
forward letting it reach twice the distance of neutral light.
It will still outrange most short to mid-range attacks but it's much riskier than neutral
light because after it finishes, the user will still move forward a little bit during
it's recovery time which is 80% longer than the side light recovery is.
This makes side light very easy to punish when you miss.
That's why I only use this if the enemy has just missed an attack or I predict an
obvious dodge.
Sometimes I'll just dodge forward into a side light against enemies who have a tendency
to wait and then back dodge when they see you make a move, especially the sword and
hammer back dodge into down light players.
Side light can combo into side air, recovery, down air and neutral air for a lot of damage
so if you think you can land an easy side light then it is always preferable to the
other attacks because of it's high combo damage potential.
Down light is probably the safest lance attack.
It moves the user backwards and has the same range as side light at the end.
It also has a crazy amount of hitboxes that last just about as long as a dodge is.
Which is why it is really good as a dodge in or spot dodge punish.
It can also instantly counter and punish attacks with narrow downward range such as hammer,
gauntlet, katar and spear down airs.
If an enemy with one of these weapons like to engage from above like this then you can
down light to quickly move out of the range while putting out hitboxes where you were
meant to be, making it so the enemy will get hit once they miss the down air and fall into
the down light.
Neutral air is a very flexible move because of its wide range of hitboxes and being the
only lance attack that lets you steer left and right as you see fit.
So against any weapons, you can throw it out and back off safely if you miss.
This is usually good if you think the enemy will dodge or jump forward above you as many
try to do in order to avoid the long reach of side air and down air.
I run into this the most against katars, sword and axe users where they try to double jump
above the side air or down air.
This doesn't work too well against long range weapons like guns, spear and bow though
because they try to get higher than the neutral air can reach since they have longer range.
Even though the neutral air hitboxes extends all the way to the back, you mostly want to
aim for the front hitboxes to hit because they come out first and therefore the hardest
to react to.
But the back hitboxes can be very useful for protecting you.
If you start the neutral air when the enemy is in front of you, you can steer backwards
to create distance in case you miss.
But if you start the neutral air right next to or even below the enemy then moving back
doesn't help much but moving forward will create more hitboxes between you and the enemy.
So even if the enemy manages to get behind you when you start neutral air, they can still
be hit by it if you move forward.
If not then they will be less likely to follow and punish you because the hitboxes will be
in the way.
So using neutral air whenever the enemy is above you in general is very safe and often
rewarding to do.
Side air is a great anti jump move because it covers so much space above the enemy.
So if you think the enemy is about to jump then jump first into side air so that they'll
jump into your side air.
Also has great range that can outrange anything except gun side light and side air.
It also moves forward and reaches as far as side light so you can contest almost anything
horizontally with side air from quite a distance away.
I like to use side air to contest against light attacks on the ground a lot.
It's also great for punishing missed attacks or back dodges just like side light.
It's not all fun and games with this move though because it's probably the most easy
to punish move on lance.
The hitboxes are very skinny so as long as the enemy is above or below it a decent amount
then it'll miss.
On top of that, you move forward during the recovery time similar to side light but by
a bit more.
You end up just a tiny bit behind the farthest range of the side air.
So any weapon can punish you from any direction easily.
It also has pretty slow start up and recovery frames as well so it's easy to see coming
and easy to punish.
So this move should be used with a purpose in mind rather than for simple spacing.
Down air is very similar to the side air in terms of range, hitboxes and reach.
The only difference is that it angles downward a bit more and hits stacked, which means on
top of you, unlike the side air.
So you can use this very similar to side air in terms of using it as an anti jump move
and a long range punish.
Down air has decent start up time for an air attack while being able to hit stacked so
it's much more reliable when you're fighting up close, like if the enemy dodges very close
to you then you can use down air to possibly catch them.
Another benefit of this is that you will move away from them at a diagonal angle so it'll
be harder for them to punish when you miss.
Same thing if you want to engage with it in the cases that the enemy is jumping slightly
out of your range hoping to catch you missing.
You can speed dodge on top of them and then use down air to catch them at the top of the
jump or as they are falling backwards.
And overall downair is a lot safer to use than side air because it goes at an angle
that most weapons can't counter against.
The ones that can counter it though, you shouldn't use down air against much.
They include axe, katars and bow because they all have strong upward diagonal attacks.
Recovery is a great move to contest or engage with against anyone that's diagonally above
you because it has great range that can beat any attack diagonally except for bow down
air.
It's also a lot safer than the other attacks that moves the user forward because it has
decent recovery frames and instead of moving forward constantly during the recovery, you're
going to be falling downwards away from the direction you attacked, which makes it harder
to punish if the enemy was diagonally above you.
That's why I use this move very often against enemies who tends to jump above me a lot and
I almost never get punished for it.
In fact it's so hard to punish that sometimes I throw it out randomly just so the enemy
will try to punish me but then I hit them with another attack instead.
In general this move should be used quite a lot whenever the enemy is diagonally above
you.
The lance ground pound is one of the best ground pounds in the game.
It has one of the best downward speeds right behind sword and katars ground pound speed.
A decent hitbox and (skip first one) good force so using it for edge guarding is great.
When using it, there's two big things to keep in mind.
The hitboxes covers half your hitboxes and a bit in front of you so you want to face
your enemy when groundpounding.
For example, the enemy is hugging the wall, so you can either jump slightly off the edge
of the platform and then ground pound or jump a decent distance off the edge and then turn
around into ground pound to hit the side wall.
The second thing is that its so fast that just by using ground pound, you're going
to move very far downwards without even holding down the attack button.
Simply jumping off the edge into ground pound without holding down will cover the whole
side wall in every 1 v 1 map except kings pass which it still covers most of.
So be careful about holding it for too long.
Also because of this, you almost never want to use this on top of the main platform because
unless you're at three jumps height then you will hit the ground which increases recovery
time and makes it easy to punish.
So stick to using this for edge guarding for the most part.
Now I'm going to be going over some useful tips and tricks for Lance that can help your
overall Lance gameplay.
At higher ranks, people tend to wait for lance to attack from far away because the moves
are easy to see coming and easy to punish so you'll often see people jump constantly
slightly backwards like this and even dodge if you recklessly do an attack.
During these cases its best to just jump forward into their attack zone and then hit where
you think they'll jump or dodge to.
This is safe against those players because they have the mindset that you'll attack
from far away and then they just move out of the way to punish you instead of attacking
you first.
So moving up to them instead of attacking and then attacking will catch them off guard
while being safe at the same time.
I often do this the most with speed dodge forward neutral air because it covers a lot
of area above which is where enemies tend be be when they're jumpy like that.
But it really depends on how the enemy reacts.
If the enemy tends to jump dodge backwards in the air then you can jump forward into
speed dodge side air to reach them.
If they back off and dodge on the ground then you can jump forward, speed dodge into down
air.
If they simply try to double jump away really high up then double jump forward as well while
moving under them into neutral air.
The idea is that Lance is a weapon that can force the enemy to attempt a dodge at very
far range where they can't even counter attack.
Which is why it's best to use that to your advantage by simply moving towards the enemy
without attacking to make them waste dodge because they expect an attack and then punish
them for it.
But if you do this too much then ofcourse they'll see it coming and just hit you when
you get too close since you'll just be running into their attack zone.
That's why it's really important to be able to switch between contesting and punishing
the enemy to predicting where they'll jump or dodge away so that you can push forward
and make them waste a dodge which will give you a huge advantage.
Mixing between these two tactics makes it much harder for the enemies to react to you.
Down light is the shortest start up attack on Lance so it's very good to follow up
a lot of attacks with down light since it also repositions the user making it harder
to punish.
It's especially good after using a neutral light because neutral light has very low recovery
frames so using neutral light into down light has very little opening from the front.
If you can, try to make use of the fact that side air and down air takes you forward by
using it right next to the enemy a lot.
Even though they can both reach very far, it's not good to always use them at max
range since it means that enemies can see it coming easier and therefore can punish
you easily.
But when you use the attacks up close then if it misses then the attacks will carry you
away from the enemy rather than closer to them making it more difficult to punish.
The best way to do this would be to just speed dodge close to them and then use side air
or down air.
And if you're able to speed dodge past them then do it into turn around side air or down
air.
This really messes with the enemy and could even make them attack in the wrong direction
because one second you're dodging behind them and the next you're side airing behind
them again.
I do this a lot against enemies who prioritizes jumping around waiting for you to mess up.
It makes them confused and try to punish you unsuccessful making it easier to catch them.
It can also force out a dodge as I mentioned earlier making it easier to punish as well.
When you're trying to recover to the platform, make sure you use side air frequently because
it moves you forward while not losing any height at all.
(ignore last one And if you're hit downwards and need even more height, then jump between
the side airs because you can't constantly side air since there's a cool down added
to the next time you can use the same move again.
So ideally you would use side air, jump, side air and then jump again.
If all that's not enough then use recovery.
A lot of you have probably seen how you can simply be blocked if the enemy sees your recovery
coming and then you're screwed.
But if the enemy does that then you will gain a speed dodge for hitting the enemy, so just
use that to close the distance while getting some free damage off.
I also recommend not charging the recovery for the whole second if you really don't
want to get blocked.
This makes it a lot harder to predict and give the enemy less time to get into position
to block.
If you do decide to charge it for the whole second though, consider charging it while
facing away from the side wall.
You will likely get dodge back since charging takes a second off the air dodge cool down
and from there you can simply dodge towards the platform or even straight up into side
air to get back easily.
If your dodge doesn't come off cool down and you're out of jumps, side air after
the recovery to buy more time for dodge.
Down light has very little force and a decent amount of recovery frames so it's always
a good idea to follow up with a down light.
There's two follow ups I like to use the most, one, is jump into side air in case the
enemy jumps or dodges upwards.
The other is chase dodge into side light which you can combo for more damage with, so it's
very rewarding in case the enemy dodges backwards.
And here is the 0 to death string on lance that is really popular.
It's side light into side air into chase dodge straight forward down air, into jump
side air into jump side air.
All of the actions should be done pretty quickly of each other with little delays in between.
It takes a lot of practicing to get used to and remember that it's only a string and
it practically never works against players who are more experienced against it.
This string could be avoided at any time with a dodge after the first side air, a jump during
the down air, or just not jumping during the last two side airs.
I do frequently get the down air part off on players around diamond level and once I
got the second side air off which was enough to gimp enemy.
This string pretty much relies on good execution and the enemy not knowing how to dodge and
jump or fall out of it.
I hope this guide helps you out.
If you enjoyed the video please leave a like and subscribe.
I have more ultimate guide videos if you want to check them out.
Thanks for watching and I'll see you next time.
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