Gold Experience Requiem: Difference between revisions

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{{Character|name=Gold Experience Requiem|image=GER.png}}
{{Spec/Stand Infobox
| title1 =
| image1 = Gold experience requiem 0.png
| image2 = Gold experience requiem 1.png
| image3 = Gold experience requiem 2.png
| image4 = Gold experience requiem 3.png
| chart = {{StandChart4|power=A|speed=A|range=A|durability=A|precision=A|potential=A}}
| special_1 = Healing Hand
| special_2 = Life Beam
| special_3 = Nullification
| utility = Flight
| ultimate = Return to Zero
| passive =
}}


== Description ==
== Description ==
'''Gold Experience Requiem''' is the evolved form of '''[[Gold Experience]],''' this stand can be evolved with the '''[[Requiem Arrow]]''', this is a very powerful stand.
Impossible Ascended DEFENSE
{{Quote
| text = "You will never arrive at the truth."
| speaker = Giorno Giovanna
}}


'''Gold Experience Requiem''' is the evolved form of [[Gold Experience]], this stand can be evolved with the [[Requiem Arrow]], this is a very powerful stand. {{Quote|text="You will never arrive at the truth."|speaker=Giorno Giovanna}}


== Stats ==
=== PROS ===
Power: ∅


Speed: ∅
* Very mobile Wide toolkit Excellent defense
* Setplay/combo tool (life beam)
* Undo button


Range: ∅
=== CONS ===


Durability: ∅
* Low damage output
* Limited pressure


Precision: ∅
== Moves/Combos ==
 
{{MoveInfo
Potential: ∅
| name = Punch
 
| key = Light
== Abilities ==
| image = GERLight.gif
 
| startup = 4
=== Punch ===
| active = 1
'''(Light/M1)'''
| active_num = 1
 
| recovery = 4
Quick combo starter, no followup.
| damage = 5.0
 
| knockback = 0.2
=== Downward Kick ===
| adv_hit = 3(burstable)
'''(Aerial Light/Jump + M1)'''
| adv_block = 0
 
| distance = 0.75
Slower combo starter, high stun. Has followup.
| description = Only one hit for the Light. Has a fast startup but very low stun.
 
}}{{MoveInfo
=== Barrage ===
| name = Downward Kick
'''(Barrage B)'''
| key = Aerial Light
 
| image = GERLightAerial.gif
=== Kick Barrage ===
| startup = 4
'''(Aerial Barrage/Jump + B)'''
| active = 1
 
| active_num = 1
Combo finisher.
| recovery = 7
 
| damage = 4.0
=== Overhead Smash ===
| knockback = 0.4
'''(Heavy/R)'''
| adv_hit = 12(burstable)
 
| adv_block = 1
Uninterruptable launcher/knockdown.
| distance = 0.75
 
| description = Great stun with very fast startup. Low hitbox and small hitbox.
=== Overhead Kick ===
}}{{MoveInfo
'''(Heavy/R)'''
| name = Overhead Smash
 
| key = Heavy
High stun, high damage, slow attack.
| image = GERHeavy.gif
 
| startup = 9
=== Healing Hand ===
| active = 1
'''(Special 1/V)'''
| active_num = 1
 
| recovery = 9
Crouch to heal others. Stay crouching to apply bone meal effect to aimed block.
| damage = 9.0
 
| knockback = 1.1
=== Scorpion Beam ===
| adv_hit = 0(launch)
'''(Special 2/G)'''
| adv_block = 4
 
| distance = 1.0
Fires a rock that turns into a scorpion that follows up with an attack. Blockstring/combo filler. Crouch for a true scorpion followup and poison on hit in exchange for a much higher startup.
| description = Fast heavy attack with a single point of armor. Knocks down on hit.
 
}}{{MoveInfo
=== Nullification ===
| name = Overhead Kick
'''(Special 3/M)'''
| key = Aerial Heavy
| image = GERHeavyAerial.gif
| startup = 13
| active = 1
| active_num = 1
| recovery = 10
| damage = 9.0
| knockback = 0.8
| adv_hit = 29(burstable)
| adv_block = 3
| distance = 1.0
| description = VERY high stun kick but high startup and high recovery. I pity the fool whom you land this on.
}}{{MoveInfo
| name = Barrage
| key = Barrage
| image = GERBarrage.gif
| startup = 2
| active = 1(2)x10
| active_num = 20
| recovery = 3
| damage = 1.0x10 Total: 10.0
| knockback = 0.25
| adv_hit = 16(winded)
| adv_block = 0
| distance = 0.75
| description = Hits fewer times that a standard barrage with less advantage on hit.
}}{{MoveInfo
| name = Kick Barrage
| key = Aerial Barrage
| image = GERBarrageAerial.gif
| startup = 2
| active = 1(2)x13
| active_num = 33
| recovery = 3
| damage = 1.0x13 Total:13.0
| knockback = 1.1
| adv_hit = 6(launch)
| adv_block = 2
| distance = 1.0
| description = Does higher damage as your regular barrage but is a bit harder to hit and doesn't provide as much stun.
}}{{MoveInfo
| name = Healing Hand
| key = Special 1
| image = GERSpecial1.gif
| startup = 9
| active = 1
| active_num = 1
| recovery = 4
| description = Heals the user for 4 health. If used while crouching, it will heal a target in front of it for the same amount of health OR if used on a crop, it will bonemeal it.
}}{{MoveInfo
| name = Life Beam
| key = Special 2
| image = GERSpecial2.gif
| startup = 9
| active = 1
| active_num = 1
| recovery = 9
| damage = 12.0
| knockback = 0.1
| adv_hit = 4
| adv_block = -3
| distance = Projectile
| description = GER shoots out a stone that becomes a homing scorpions after it lands. Can be charged for a second and if done, the scorpion poisons and deals more stun.
}}{{MoveInfo
| name = Nullification
| key = Special 3
| image = GERSpecial3.gif
| startup = 4
| active = 30
| active_num = 30
| recovery = 20
| description = Counter that stuns the opponent if they hit it.
}}{{MoveInfo
| name = Return to Zero
| key = Ultimate
| image = GERUltimate.gif
| startup = 29
| active = 1
| active_num = 1
| recovery = 2
| description = First press will save the position and data of any other entity within a 64 block radius. Second press reverts all states except the users. This will not affect a player inventory.
}}{{MoveInfo
| name = Flight
| key = Utility
| image = GERUtility.gif
| description = Gives 1 second of flight.
}}


Counter. Stops the opponent in their tracks and starts combos.
=== BNBs ===


=== Return to Zero ===
==== BNB 1 ====
'''(Ultimate/H)'''  
'''The scorpy patty'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;">[[File:The_scorpy_patty.gif|thumb]](Light)>Barrage>jump>Overhead Kick>Life Beam> Life Beam (second hit)</div>


Marks opponent’s positions, then teleports them back (even when pressed during a move) when pressed again.
==== '''BNB 2''' ====
'''Knockdown experience'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;">[[File:Knockdown_experience.gif|thumb]]Light>Barrage>Life Beam>Light~Overhead Smash>Life Beam (second hit)</div>


=== Flight ===
'''(Utility/’)'''


1s creative flight.
== Trivia ==
[[Category:Stands]]
[[Category:Golden Wind]]
[[Category:Requiem]]
[[Category:Evolved]]

Latest revision as of 05:35, 7 May 2026


Description

Impossible Ascended DEFENSE

Gold Experience Requiem is the evolved form of Gold Experience, this stand can be evolved with the Requiem Arrow, this is a very powerful stand.

"You will never arrive at the truth."

PROS

  • Very mobile Wide toolkit Excellent defense
  • Setplay/combo tool (life beam)
  • Undo button

CONS

  • Low damage output
  • Limited pressure

Moves/Combos

Punch [Light]

Startup:4 Ticks (0.2s)
Active:1 Ticks (0.05s)
Recovery:4 Ticks (0.2s)
Total:9 Ticks (0.45s)
Damage:5.0
Knockback:0.2
Adv. on Hit:3(burstable) Ticks
Adv. on Block:0 Ticks
Distance:0.75m
Only one hit for the Light. Has a fast startup but very low stun.

Downward Kick [Aerial Light]

Startup:4 Ticks (0.2s)
Active:1 Ticks (0.05s)
Recovery:7 Ticks (0.35s)
Total:12 Ticks (0.6s)
Damage:4.0
Knockback:0.4
Adv. on Hit:12(burstable) Ticks
Adv. on Block:1 Ticks
Distance:0.75m
Great stun with very fast startup. Low hitbox and small hitbox.

Overhead Smash [Heavy]

Startup:9 Ticks (0.45s)
Active:1 Ticks (0.05s)
Recovery:9 Ticks (0.45s)
Total:19 Ticks (0.95s)
Damage:9.0
Knockback:1.1
Adv. on Hit:0(launch) Ticks
Adv. on Block:4 Ticks
Distance:1.0m
Fast heavy attack with a single point of armor. Knocks down on hit.

Overhead Kick [Aerial Heavy]

Startup:13 Ticks (0.65s)
Active:1 Ticks (0.05s)
Recovery:10 Ticks (0.5s)
Total:24 Ticks (1.2s)
Damage:9.0
Knockback:0.8
Adv. on Hit:29(burstable) Ticks
Adv. on Block:3 Ticks
Distance:1.0m
VERY high stun kick but high startup and high recovery. I pity the fool whom you land this on.

Barrage [Barrage]

Startup:2 Ticks (0.1s)
Active:1(2)x10 Ticks (1s)
Recovery:3 Ticks (0.15s)
Total:25 Ticks (1.25s)
Damage:1.0x10 Total: 10.0
Knockback:0.25
Adv. on Hit:16(winded) Ticks
Adv. on Block:0 Ticks
Distance:0.75m
Hits fewer times that a standard barrage with less advantage on hit.

Kick Barrage [Aerial Barrage]

Startup:2 Ticks (0.1s)
Active:1(2)x13 Ticks (1.65s)
Recovery:3 Ticks (0.15s)
Total:38 Ticks (1.9s)
Damage:1.0x13 Total:13.0
Knockback:1.1
Adv. on Hit:6(launch) Ticks
Adv. on Block:2 Ticks
Distance:1.0m
Does higher damage as your regular barrage but is a bit harder to hit and doesn't provide as much stun.

Healing Hand [Special 1]

Startup:9 Ticks (0.45s)
Active:1 Ticks (0.05s)
Recovery:4 Ticks (0.2s)
Total:14 Ticks (0.7s)
Heals the user for 4 health. If used while crouching, it will heal a target in front of it for the same amount of health OR if used on a crop, it will bonemeal it.

Life Beam [Special 2]

Startup:9 Ticks (0.45s)
Active:1 Ticks (0.05s)
Recovery:9 Ticks (0.45s)
Total:19 Ticks (0.95s)
Damage:12.0
Knockback:0.1
Adv. on Hit:4 Ticks
Adv. on Block:-3 Ticks
Distance:Projectilem
GER shoots out a stone that becomes a homing scorpions after it lands. Can be charged for a second and if done, the scorpion poisons and deals more stun.

Nullification [Special 3]

Startup:4 Ticks (0.2s)
Active:30 Ticks (1.5s)
Recovery:20 Ticks (1s)
Total:54 Ticks (2.7s)
Counter that stuns the opponent if they hit it.

Return to Zero [Ultimate]

Startup:29 Ticks (1.45s)
Active:1 Ticks (0.05s)
Recovery:2 Ticks (0.1s)
Total:32 Ticks (1.6s)
First press will save the position and data of any other entity within a 64 block radius. Second press reverts all states except the users. This will not affect a player inventory.

Flight [Utility]

Gives 1 second of flight.

BNBs

BNB 1

The scorpy patty

File:The scorpy patty.gif
(Light)>Barrage>jump>Overhead Kick>Life Beam> Life Beam (second hit)

BNB 2

Knockdown experience

File:Knockdown experience.gif
Light>Barrage>Life Beam>Light~Overhead Smash>Life Beam (second hit)


Trivia