Horus: Difference between revisions

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{{Spec/Stand Infobox
{{Spec/Stand Infobox
| title1 =  
| title1 =  
| image1 = Horus 0.png
| image1 = Horus.png
| image2 = Horus 1.png
| image2 = Horus skin1.png
| image3 = Horus 2.png
| image3 = Horus skin2.png
| image4 = Horus 3.png
| image4 = Horus skin3.png
| chart = {{StandChart4|power=B|speed=B|range=D|durability=C|precision=E|potential=C}}
| chart = {{StandChart4|power=B|speed=B|range=D|durability=C|precision=E|potential=C}}
| special_1 = Scatter
| special_1 = Scatter
Line 11: Line 11:
| utility = Beak Dive
| utility = Beak Dive
| ultimate = Perfect Freeze
| ultimate = Perfect Freeze
| passive =  
| passive = Frost Walker
}}
}}


Line 31: Line 31:
== Moves/Combos ==
== Moves/Combos ==
{{MoveInfo
{{MoveInfo
| name = Punch
| name = Slash
| key = Light
| key = Light
| image = TWLight.gif
| image = HorusLight.gif
| startup = 4
| startup = 5
| active = 1(7)1
| active = 1(1)(1)1
| active_num = 9
| active_num = 4
| recovery = 4
| recovery = 0.2
| damage = 5+6 Total:11
| damage = 5.0+6.0 Total:11.0
| knockback = 1.0
| knockback = 1.0
| adv_hit = 3(launch)
| adv_hit = 5(launch)
| adv_block = 0
| adv_block = 0
| distance = 0.75
| distance = 0.75
| description = Fast light. Good combo starter.
| description = Average speed light attack. Both hits are good combo starters.
}}{{MoveInfo
}}{{MoveInfo
| name = Low Kick
| name = Low Claw
| key = Light(crouching)
| key = Crouching Light
| image = TWLightCrouching.gif
| image = HorusLightCrouching.gif
| startup = 7
| startup = 4
| active = 1
| active_num = 1
| recovery = 4
| damage = 4.0
| knockback = 0.25
| adv_hit = 3(burstable)
| adv_block = 4
| distance = 0.95
| description = Fast light attack that has good advantage on block.
}}{{MoveInfo
| name = Downward Claw
| key = Aerial Light
| image = HorusLightAerial.gif
| startup = 5
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 6
| recovery = 5
| damage = 6.0
| damage = 5.0
| knockback = 0.2
| knockback = 0.25
| adv_hit = 10(burstable)
| adv_hit = 6(burstable)
| adv_block = 4
| adv_block = 4
| distance = 0.75
| distance = 0.75
| description = Slower but longer stun than punch. Good combo starter.
| description = Average speed light attack with good stun on block.
}}{{MoveInfo
}}{{MoveInfo
| name = Donut
| name = Stomp
| key = Heavy
| key = Heavy
| image = TWHeavy.gif
| image = Heavy.gif
| startup = 19
| startup = 10
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 22
| recovery = 11
| damage = 9.0
| damage = 9.0+7.0 Total:16.0
| knockback = 1.0
| knockback = 0.6
| adv_hit = 29(launch)
| adv_hit = 0(burstable)
| adv_block = -9
| adv_block = 2
| distance = 1.0
| distance = 0.75
| description = Has hyper armor. Incredibly long stun. Hugely punishable on whiff/block.
| description = Horus stomps the floor dealing decent damage and creating an icicle that does additional damage and stun.
}}{{MoveInfo
}}{{MoveInfo
| name = Barrage
| name = Barrage
| key = Barrage
| key = Barrage
| image = TWBarrage.gif
| image = HorusBarrage.gif
| startup = 2
| startup = 1
| active = 1(2)x13
| active = 1(4)x16
| active_num = 37
| active_num = 80
| recovery = 1
| recovery = 2
| damage = 13.0
| damage = 1.0x16 Total: 16.0
| knockback = 0.25
| knockback = 0.25
| adv_hit = 28(winded)
| adv_hit = 0
| adv_block = 2
| adv_block = 0
| distance = 0.75
| distance = Projectile
| description = Fast and reliable combo starter/extender. Standard barrage
| description = Unique barrage that sends out icicles continuously at range for up to 2 seconds as long as the barrage key is held down.
}}{{MoveInfo
}}{{MoveInfo
| name = Roundhouse
| name = Scatter
| key = Special 1
| key = Special 1
| image = TWRoundhouse.gif
| image = HorusSpecial1.gif
| startup = 6
| startup = 15
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 6
| recovery = 4
| damage = 5.0
| damage = 1.0x6 Total:6.0
| knockback = 0.5
| knockback = 0.75
| adv_hit = 3(burstable)
| adv_hit =  
| adv_block = 3
| adv_block =  
| distance = 0.75
| distance = 0.75
| description = Low stun fast poke. (Unsure what this move is for based off these stats. Truflie please help D:)
| description = Launches 6 icicles in a semicircle in front of you. Icicles can bounce off walls.
}}{{MoveInfo
}}{{MoveInfo
| name = Sweep
| name = Ice Lance
| key = Special 1(crouching)
| key = Crouching Special 1
| image = TWSweep.gif
| image = HorusSpecial1Crouching.gif
| startup = 5
| startup = 17
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 6
| damage = 3.0x2 Total:6.0
| knockback = 1.2
| distance = Projectile
| description = Slowly shoots an Icicle that does decent damage on hit. On a miss, will explode after 2 seconds.
}}{{MoveInfo
| name = Icicle Fire
| key = Special 2
| image = HorusSpecial2.gif
| startup = 29
| active = 1(19)1
| active_num = 21
| recovery = 10
| recovery = 10
| damage = 5.0
| damage = 2.2-10.0
| knockback = 0.5
| knockback = 1.0
| adv_hit = 5(burstable)
| adv_block = -1
| distance = 0.75
| distance = 0.75
| description = Fast sweep attack. Good for combo starting/extending (truflie I need you this move seems entirely outclassed by punch as well)
| description = 3 armor points while charging. Can be held and released in 0.45s. If charged fully, attack becomes unblockable and launches far.
}}{{MoveInfo
}}{{MoveInfo
| name = Forward Charge
| name = Chasing Freeze
| key = Special 2
| key = Special 3
| image = TWForwardCharge.gif
| image = HorusSpecial3.gif
| startup = 1
| startup = 7
| active = 14
| active = 1
| active_num = 14
| active_num = 1
| recovery = 6
| recovery = 6
| damage = 5.0
| damage = 4.0
| knockback = 0.1
| knockback = 0.1
| adv_hit = 10
| adv_hit = 4
| adv_block = 1
| distance = Projectile
| distance = 10.0
| description = Launches an icicle that chases the nearest target. Disappears on first hit.
| description = The World lunges forward and punches the first entity it comes into contact with. It will stay at that position if the user continues to attack with The World. The World cannot be pushed back while in this state.
Great move to press someone up against the wall with.
}}{{MoveInfo
}}{{MoveInfo
| name = Lunge
| name = Perfect Freeze
| key = Special 2(crouching)
| key = Ultimate
| image = TWLunge.gif
| image = HorusUltimate.gif
| startup = 8
| startup = 13
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 5
| recovery = 16
| damage = 5.0
| damage = 4.0
| knockback = 0.6
| knockback = 0.3
| adv_hit = 6(launch)
| adv_hit = -7(burstable)
| adv_block = 4
| adv_block = -8
| distance = 1.0
| distance = Projectile
| description = The World and the user lunge forward and attack. Good combo starter.
| description = Launches 3 Chasing Freezes that continues after hitting a target.
}}{{MoveInfo
}}{{MoveInfo
| name = Feign Barrage
| name = Beak Dive
| key = Special 3
| key = Utility
| image = TWCounter.gif
| image = HorusUtility.gif
| startup = 5
| startup = 7
| active = 45
| active = 1
| active_num = 45
| active_num = 1
| recovery = 10
| recovery = 10
| damage = 9.0
| damage = 6.0
| knockback = 0.7
| knockback = 0.0
| adv_hit = 11(launch)
| adv_hit = 2
| adv_block = 9
| adv_block = -1
| distance = 0.75
| distance = Varies
| description = Very powerful counter. Resembles The World's barrage and knocks the opponent down when triggered.
| description = Horus charges forward and will return back to the user unless the user continues to attack with Horus. Distance increases the lower you use the move. Removes fall damage and stalls the user in the air.
}}{{MoveInfo
| name = Time Stop
| key = Ultimate
| image = TWTimestop.gif
| startup = 45
| active = 80
| active_num = 80
| recovery = 0
| distance = 64.0
| description = Stops time for everything except the user and The World for 4 seconds.
}}{{MoveInfo
| name = Timeskip
| key = Utility
| image = TWTimeskip.gif
| startup = 0
| distance = 14
| description = The World and the user instantly teleport up to 14 blocks.
}}
}}


=== BNBs ===
==== BNB 1 ====
'''Bad Birdie'''<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:Bad_Birdie.gif|thumb]]Light~Light>dash>crouch.Light</div>
 
== Truflie's Thoughts ==
With Horus you need to know a few things:


=== BNB 1 ===
# Horus's Sp2 when held down fully becomes unblockable and allows you to combo start, its also armoured but not hyper armoured. Meaning theirs more leeway. Be careful as iirc the hitbox can be a bit disjointed at times, or close to the user/lacking range, i don't remember which one. So you gotta time it carefully
'''Bad Birdie'''<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:Bad_Birdie.gif|thumb]]Light~Light>dash>crouch.Light</div>
# Horus's Utility is surprisingly good. You can dash up into the air, then look somewhat down like when using an elytra, and glide down to cover large distances. You can also use it for a combo extender as it deals decent stun
# Horus's Barrage is held, use this to tease combo breakers out of unwary opponents by keeping ur distance and keeping combo, for followups i believe barrage > m1 works, just be careful in case the projectiles miss
# Creeping ice is goated, However you have to try and push/lure the opponent into the creeping ice, or keep the opponent still, otherwise the ice will miss. Its a very useful tool but you gotta use it well. Can also be used for combo extending. Horus's Ultimate is basically Creeping Ice+ and can often be used for combo starting / neutral / get off me tool if u need it
# Horus's Sp1 and Cr Sp1 are great, use its Cr Sp1 for a more precise, launching back and accurate move, and use its default Sp1 for canceling opponents moves with more horizontal range. Then use its Heavy~Heavy followup for ice projectiles to apply pressure from a far if need be.

Latest revision as of 10:21, 10 May 2026


Description

Ice-Cold ZONER

Horus is a long ranged stand focused on creating and maintaining distance with its reflective icicles and unblockable ice

PROS

  • Powerful space control with reflective icicles and creeping ice
  • Unblockable move

CONS

  • Weak defense
  • No fast barrage-like move

Moves/Combos

Slash [Light]

Startup:5 Ticks (0.25s)
Active:1(1)(1)1 Ticks (0.2s)
Recovery:0.2 Ticks (0.01s)
Total:9.2 Ticks (0.46s)
Damage:5.0+6.0 Total:11.0
Knockback:1.0
Adv. on Hit:5(launch) Ticks
Adv. on Block:0 Ticks
Distance:0.75m
Average speed light attack. Both hits are good combo starters.

Low Claw [Crouching Light]

Startup:4 Ticks (0.2s)
Active:1 Ticks (0.05s)
Recovery:4 Ticks (0.2s)
Total:9 Ticks (0.45s)
Damage:4.0
Knockback:0.25
Adv. on Hit:3(burstable) Ticks
Adv. on Block:4 Ticks
Distance:0.95m
Fast light attack that has good advantage on block.

Downward Claw [Aerial Light]

Startup:5 Ticks (0.25s)
Active:1 Ticks (0.05s)
Recovery:5 Ticks (0.25s)
Total:11 Ticks (0.55s)
Damage:5.0
Knockback:0.25
Adv. on Hit:6(burstable) Ticks
Adv. on Block:4 Ticks
Distance:0.75m
Average speed light attack with good stun on block.

Stomp [Heavy]

Startup:10 Ticks (0.5s)
Active:1 Ticks (0.05s)
Recovery:11 Ticks (0.55s)
Total:22 Ticks (1.1s)
Damage:9.0+7.0 Total:16.0
Knockback:0.6
Adv. on Hit:0(burstable) Ticks
Adv. on Block:2 Ticks
Distance:0.75m
Horus stomps the floor dealing decent damage and creating an icicle that does additional damage and stun.

Barrage [Barrage]

Startup:1 Ticks (0.05s)
Active:1(4)x16 Ticks (4s)
Recovery:2 Ticks (0.1s)
Total:83 Ticks (4.15s)
Damage:1.0x16 Total: 16.0
Knockback:0.25
Adv. on Hit:0 Ticks
Adv. on Block:0 Ticks
Distance:Projectilem
Unique barrage that sends out icicles continuously at range for up to 2 seconds as long as the barrage key is held down.

Scatter [Special 1]

Startup:15 Ticks (0.75s)
Active:1 Ticks (0.05s)
Recovery:4 Ticks (0.2s)
Total:20 Ticks (1s)


Damage:1.0x6 Total:6.0
Knockback:0.75
Distance:0.75m
Launches 6 icicles in a semicircle in front of you. Icicles can bounce off walls.

Ice Lance [Crouching Special 1]

Startup:17 Ticks (0.85s)
Active:1 Ticks (0.05s)
Recovery:6 Ticks (0.3s)
Total:24 Ticks (1.2s)


Damage:3.0x2 Total:6.0
Knockback:1.2
Distance:Projectilem
Slowly shoots an Icicle that does decent damage on hit. On a miss, will explode after 2 seconds.

Icicle Fire [Special 2]

Startup:29 Ticks (1.45s)
Active:1(19)1 Ticks (1.05s)
Recovery:10 Ticks (0.5s)
Total:60 Ticks (3s)


Damage:2.2-10.0
Knockback:1.0
Distance:0.75m
3 armor points while charging. Can be held and released in 0.45s. If charged fully, attack becomes unblockable and launches far.

Chasing Freeze [Special 3]

Startup:7 Ticks (0.35s)
Active:1 Ticks (0.05s)
Recovery:6 Ticks (0.3s)
Total:14 Ticks (0.7s)
Damage:4.0
Knockback:0.1
Adv. on Hit:4 Ticks
Distance:Projectilem
Launches an icicle that chases the nearest target. Disappears on first hit.

Perfect Freeze [Ultimate]

Startup:13 Ticks (0.65s)
Active:1 Ticks (0.05s)
Recovery:16 Ticks (0.8s)
Total:30 Ticks (1.5s)
Damage:4.0
Knockback:0.3
Adv. on Hit:-7(burstable) Ticks
Adv. on Block:-8 Ticks
Distance:Projectilem
Launches 3 Chasing Freezes that continues after hitting a target.

Beak Dive [Utility]

Startup:7 Ticks (0.35s)
Active:1 Ticks (0.05s)
Recovery:10 Ticks (0.5s)
Total:18 Ticks (0.9s)
Damage:6.0
Knockback:0.0
Adv. on Hit:2 Ticks
Adv. on Block:-1 Ticks
Distance:Variesm
Horus charges forward and will return back to the user unless the user continues to attack with Horus. Distance increases the lower you use the move. Removes fall damage and stalls the user in the air.

BNB 1

Bad Birdie

File:Bad Birdie.gif
Light~Light>dash>crouch.Light

Truflie's Thoughts

With Horus you need to know a few things:

  1. Horus's Sp2 when held down fully becomes unblockable and allows you to combo start, its also armoured but not hyper armoured. Meaning theirs more leeway. Be careful as iirc the hitbox can be a bit disjointed at times, or close to the user/lacking range, i don't remember which one. So you gotta time it carefully
  2. Horus's Utility is surprisingly good. You can dash up into the air, then look somewhat down like when using an elytra, and glide down to cover large distances. You can also use it for a combo extender as it deals decent stun
  3. Horus's Barrage is held, use this to tease combo breakers out of unwary opponents by keeping ur distance and keeping combo, for followups i believe barrage > m1 works, just be careful in case the projectiles miss
  4. Creeping ice is goated, However you have to try and push/lure the opponent into the creeping ice, or keep the opponent still, otherwise the ice will miss. Its a very useful tool but you gotta use it well. Can also be used for combo extending. Horus's Ultimate is basically Creeping Ice+ and can often be used for combo starting / neutral / get off me tool if u need it
  5. Horus's Sp1 and Cr Sp1 are great, use its Cr Sp1 for a more precise, launching back and accurate move, and use its default Sp1 for canceling opponents moves with more horizontal range. Then use its Heavy~Heavy followup for ice projectiles to apply pressure from a far if need be.