Gold Experience Requiem: Difference between revisions

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{{Spec/Stand Infobox
{{Spec/Stand Infobox
| title1 =  
| title1 =  
| image1 = Silver chariot 0.png
| image1 = Gold experience requiem 0.png
| image2 = Silver chariot 1.png
| image2 = Gold experience requiem 1.png
| image3 = Silver chariot 2.png
| image3 = Gold experience requiem 2.png
| image4 = Silver chariot 3.png
| image4 = Gold experience requiem 3.png
| chart = {{StandChart4|power=A|speed=A|range=A|durability=A|precision=A|potential=A}}
| chart = {{StandChart4|power=A|speed=A|range=A|durability=A|precision=A|potential=A}}
| special_1 = Spinning Blade
| special_1 = Healing Hand
| special_2 = Shooting Star
| special_2 = Life Beam
| special_3 = Cleave
| special_3 = Nullification
| utility = Circle Slash
| utility = Flight
| ultimate = Armor Off
| ultimate = Return to Zero
| passive =  
| passive =  
}}
}}


== Description ==
== Description ==
Close Range RUSHDOWN
Impossible Ascended DEFENSE


'''Silver Chariot''' is a close-ranged fast humanoid stand with a rapier.  
'''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}}


=== PROS ===
=== PROS ===


* Fast light
* Very mobile Wide toolkit Excellent defense
* Two barrages
* Setplay/combo tool (life beam)
* Excellent pokes and pressure
* Undo button
* Counter


=== CONS ===
=== CONS ===


* High execution requirement
* Low damage output  
* Low damage output
* Limited pressure
* Lacking in mobility


== Moves/Combos ==
== Moves/Combos ==
Line 36: Line 34:
| name = Punch
| name = Punch
| key = Light
| key = Light
| image = TWLight.gif
| image = GERLight.gif
| startup = 4
| startup = 4
| active = 1(7)1
| active = 1
| active_num = 9
| active_num = 1
| recovery = 4
| recovery = 4
| damage = 5+6 Total:11
| damage = 5.0
| knockback = 1.0
| knockback = 0.2
| adv_hit = 3(launch)
| adv_hit = 3(burstable)
| adv_block = 0
| adv_block = 0
| distance = 0.75
| distance = 0.75
| description = Fast light. Good combo starter.
| description = Only one hit for the Light. Has a fast startup but very low stun.
}}{{MoveInfo
}}{{MoveInfo
| name = Low Kick
| name = Downward Kick
| key = Light(crouching)
| key = Aerial Light
| image = TWLightCrouching.gif
| image = GERLightAerial.gif
| startup = 7
| startup = 4
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 6
| recovery = 7
| damage = 6.0
| damage = 4.0
| knockback = 0.2
| knockback = 0.4
| adv_hit = 10(burstable)
| adv_hit = 12(burstable)
| adv_block = 4
| adv_block = 1
| distance = 0.75
| distance = 0.75
| description = Slower but longer stun than punch. Good combo starter.
| description = Great stun with very fast startup. Low hitbox and small hitbox.
}}{{MoveInfo
}}{{MoveInfo
| name = Donut
| name = Overhead Smash
| key = Heavy
| key = Heavy
| image = TWHeavy.gif
| image = GERHeavy.gif
| startup = 19
| startup = 9
| active = 1
| active_num = 1
| recovery = 9
| damage = 9.0
| knockback = 1.1
| adv_hit = 0(launch)
| adv_block = 4
| distance = 1.0
| description = Fast heavy attack with a single point of armor. Knocks down on hit.
}}{{MoveInfo
| name = Overhead Kick
| key = Aerial Heavy
| image = GERHeavyAerial.gif
| startup = 13
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 22
| recovery = 10
| damage = 9.0
| damage = 9.0
| knockback = 1.0
| knockback = 0.8
| adv_hit = 29(launch)
| adv_hit = 29(burstable)
| adv_block = -9
| adv_block = 3
| distance = 1.0
| distance = 1.0
| description = Has hyper armor. Incredibly long stun. Hugely punishable on whiff/block.
| description = VERY high stun kick but high startup and high recovery. I pity the fool whom you land this on.
}}{{MoveInfo
}}{{MoveInfo
| name = Barrage
| name = Barrage
| key = Barrage
| key = Barrage
| image = TWBarrage.gif
| 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
| startup = 2
| active = 1(2)x13
| active = 1(2)x13
| active_num = 37
| active_num = 33
| recovery = 1
| recovery = 3
| damage = 13.0
| damage = 1.0x13 Total:13.0
| knockback = 0.25
| knockback = 1.1
| adv_hit = 28(winded)
| adv_hit = 6(launch)
| adv_block = 2
| adv_block = 2
| distance = 0.75
| distance = 1.0
| description = Fast and reliable combo starter/extender. Standard barrage
| description = Does higher damage as your regular barrage but is a bit harder to hit and doesn't provide as much stun.
}}{{MoveInfo
}}{{MoveInfo
| name = Roundhouse
| name = Healing Hand
| key = Special 1
| key = Special 1
| image = TWRoundhouse.gif
| image = GERSpecial1.gif
| startup = 6
| startup = 9
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 6
| recovery = 4
| damage = 5.0
| 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.
| knockback = 0.5
| adv_hit = 3(burstable)
| adv_block = 3
| distance = 0.75
| description = Low stun fast poke. (Unsure what this move is for based off these stats. Truflie please help D:)
}}{{MoveInfo
}}{{MoveInfo
| name = Sweep
| name = Life Beam
| key = Special 1(crouching)
| key = Special 2
| image = TWSweep.gif
| image = GERSpecial2.gif
| startup = 5
| startup = 9
| active = 1
| active = 1
| active_num = 1
| active_num = 1
| recovery = 10
| recovery = 9
| damage = 5.0
| damage = 12.0
| knockback = 0.5
| adv_hit = 5(burstable)
| adv_block = -1
| 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)
}}{{MoveInfo
| name = Forward Charge
| key = Special 2
| image = TWForwardCharge.gif
| startup = 1
| active = 14
| active_num = 14
| recovery = 6
| damage = 5.0
| knockback = 0.1
| knockback = 0.1
| adv_hit = 10
| adv_hit = 4
| adv_block = 1
| adv_block = -3
| distance = 10.0
| distance = Projectile
| 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.
| 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.
Great move to press someone up against the wall with.
}}{{MoveInfo
}}{{MoveInfo
| name = Lunge
| name = Nullification
| key = Special 2(crouching)
| image = TWLunge.gif
| startup = 8
| active = 1
| active_num = 1
| recovery = 5
| damage = 5.0
| knockback = 0.6
| adv_hit = 6(launch)
| adv_block = 4
| distance = 1.0
| description = The World and the user lunge forward and attack. Good combo starter.
}}{{MoveInfo
| name = Feign Barrage
| key = Special 3
| key = Special 3
| image = TWCounter.gif
| image = GERSpecial3.gif
| startup = 5
| startup = 4
| active = 45
| active = 30
| active_num = 45
| active_num = 30
| recovery = 10
| recovery = 20
| damage = 9.0
| description = Counter that stuns the opponent if they hit it.
| knockback = 0.7
| adv_hit = 11(launch)
| adv_block = 9
| distance = 0.75
| description = Very powerful counter. Resembles The World's barrage and knocks the opponent down when triggered.
}}{{MoveInfo
}}{{MoveInfo
| name = Time Stop
| name = Return to Zero
| key = Ultimate
| key = Ultimate
| image = TWTimestop.gif
| image = GERUltimate.gif
| startup = 45
| startup = 29
| active = 80
| active = 1
| active_num = 80
| active_num = 1
| recovery = 0
| recovery = 2
| distance = 64.0
| 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.
| description = Stops time for everything except the user and The World for 4 seconds.
}}{{MoveInfo
}}{{MoveInfo
| name = Timeskip
| name = Flight
| key = Utility
| key = Utility
| image = TWTimeskip.gif
| image = GERUtility.gif
| startup = 0
| description = Gives 1 second of flight.
| distance = 14
| description = The World and the user instantly teleport up to 14 blocks.
}}
}}


Line 182: Line 166:


==== BNB 1 ====
==== BNB 1 ====
'''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>Light>Cleave>Spinning Blade>Shooting Star>Light</div>
'''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>


==== '''BNB 2''' ====
==== '''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]]Shooting Star>Light>Barrage>Impaling Thrust</div>
'''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>




== Trivia ==
== Trivia ==

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