Gambit
To sum it up: Style is everything.
Background
Gambit is a mutant who can charge objects such as playing cards with kinetic energy. He's a loner with a shady past. Before joining the X-Men, he was a member of Thieves' Guild, which was based in New Orleans. Gambit had also smuggled goods from France to Switzerland, killed his brother-in-law in a dual, possibly stole a gem called The Cheating Star, and allowed an accomplice of his to fall to her death off the Notre Dame Cathedral. He was left in Antarctica by the X-Men after he was tried by Magneto. He was found guilty of helping Mr. Sinister assemble a team of Marauders to kill the Morlocks. Gambit provided the access to the tunnels that the Morlocks dwelled in under Manhatten, and many of the X-Men were badly injured in the fight against the Marauders, although Gambit himself was not part of the actual fighting. This event was later known as the Mutant Massacre. At this point in his life, he has nowhere to turn. Scorned by good for heinous acts, yet chastised by evil for trying to make ammends. However, he has just returned as the 8th member of the X-Men, joining up with Wolverine, Storm, Colossus, Rogue, Marrow, Shadowcat, and Nightcrawler.
Moves
- Kinetic Card D,DF,F+P
- Trick Card D,DB,B+P
- Cajun Slash F,D,DF+P
- Cajun Strike D,U+P or K
Supers
- Royal Flush D,DF,F+3P
- Cajun Explosion D,DF,F+3K or D,DB,B+3K
Combos
- Fierce Kinetic Card, Jab Kinetic Card
- In Corner, Big Character: S.Jab, S.Fierce, S.Roundhouse
- S.Jab, Jab Cajun Slash
- Fierce Kinetic Card, Royal Flush(OTG) /Any Card will work but the weaker the card the closer the distance necessary
- C.Short, C.Fierce, Royal Flush
- S.Jab, S.Short, S.Strong, S.Forward, S.Fierce
- S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse
- S.Jab, S.Short, C.Roundhouse, Royal Flush(OTG)
- S.Jab, S.Short, C.Roundhouse, Fierce Cajun Slash(OTG)
- S.Jab, S.Short, S.Strong, Strong Cajun Slash, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce)
- S.Jab, S.Short, S.Strong, Fierce Cajun Slash, C.Short(OTG), C.Fierce, Royal Flush
- S.Short, S.Strong, S.Roundhouse, Fierce Cajun Slash, C.Short(OTG), Strong Cajun Slash
- S.Jab, S.Short, S.Strong, S.Roundhouse, Jab Kinetic Card, C.Short(OTG), Fierce Cajun Slash
- S.Jab, S.Short, S.Strong, S.Roundhouse, Jab Kinetic Card, C.Short(OTG), C.Fierce, Royal Flush
- S.Jab, S.Short, S.Strong, S.Roundhouse, Jab Kinetic Card, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce)
- Any Trick Card, C.Short(OTG), Fierce Cajun Slash
- Any Trick Card, C.Short(OTG), C.Fierce, Royal Flush
- Any Trick Card, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce)
- S.Jab, S.Strong, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce)
- Any Cajun Strike, C.Short(OTG), Fierce Cajun Slash
- Any Cajun Strike, C.Short(OTG), C.Fierce, Royal Flush
- Any Cajun Strike, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce)
- In Corner: J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, C.Fierce, Super Jump(Jab, Short, Strong, Forward, Roundhouse, Fierce(OTG)), C.Short, S.Forward, S.Fierce
- In Corner: J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, C.Fierce, Super Jump(Jab, Short, Strong, Forward, Fierce, Fierce(OTG)), C.Short, S.Strong, C.Fierce
- In Corner: C.Short, C.Fierce, Royal Flush, C.Short (OTG), C.Fierce, Royal Flush
- In Corner: C.Short, C.Fierce, Royal Flush, C.Short (OTG), C.Fierce, Super Jump(Jab, Short, Strong, Forward, Fierce)
- In Corner: C.Short, C.Fierce, Royal Flush, C.Short (OTG), S.Forward, Strong Cajun Slash
- In Corner: J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, C.Fierce, Super Jump(Jab, Short, Strong, Forward, Roundhouse, Fierce(OTG)), S.Jab, S.Short, Jump(Jab, Short, Strong, Forward, Fierce)
- In Corner: J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, C.Fierce, Super Jump(Jab, Short, Strong, Forward, Roundhouse, Fierce(OTG)), Jump(Jab, Short, Strong, Forward, Fierce)
- In Corner: J.Fierce, J.Roundhouse, S.Jab, S.Short, C.Fierce, Super Jump(Jab, Short, Strong, Forward, Roundhouse, Fierce(OTG)), S.Short, Jump(Short, Strong, Forward, Fierce)
- In Corner: J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Roundhouse, Jab Kinetic Card, C.Fierce, Super Jump(Jab, Short, Strong, Forward, Roundhouse, Fierce(OTG)), S.Short, Jump(Short, Strong, Forward, Fierce)
Strategy/Comments
- Gambit is relies on deception. To be able to be effective with him your are going to have to be able to trick your opponent and take advantage of his ability to perform ground combos.
- Gambit defends the ground surprisingly well. His staff gives him the necessary range to hit would be dashers as they attempt to get at you. Keep in mind that this move has a good deal of lag time. It can not and should not be thrown out at random. One’s opponent can easily capitalize on this error if this happens. Gambit also has kinetic cards at his disposal they can be used somewhat as a form one keepaway. The stronger the punch button used the more damage the card does. The jab kinetic card tends to be best at tagging dashing in opponents. It may do the least damage, but it comes out the quickest. The Fierce card has a good deal of delay time; it tends to only connect on opponents that are brain dead or in the midst of a mental lapse. If you for some reason connect on a fierce kinetic card, be sure to cancel immediately into a Royal Flush. One can always jump up in the air and throw jab kinetic cards to play keepaway. This can actually be effective at times because the cards seem to attack against the forces of gravity, allowing Gambit to throw quite a few before he reaches the ground.
- Defending against air attacks is going to be a little more difficult with Gambit. His trick cards are quite ineffective. Relying on them to thwart your opponent’s jumpins should prove to be futile against a competent opponent. In other words, don’t bother with the trick card. It is more trouble than it is worth. Fortunately, Gambit’s launcher is quite effective. It does a commendable job against junpins and headstomps. It actually comes out quickly and has good vertical range. Of course Gambit has high-end speed, You can always dash around to get away from the jump in attempts, if you are worried that you might end up trading hits. Most of the time it is a good idea to meet your opponent in the air. Gambit’s J.Fierce has great range and beats out the majority J.Roundhouses and J.Fierces.
-
Gambits offensive game tends to be met with mixed success. Those that repeat the same two or three moves with him tend to lose. However, those that have six or seven different attack startups tend to be able to confuse their opponent. This puts them in a state of uncertainty leaving them vulnerable. The most important thing with Gambit is being able to ground combo. If one can not chain multiple hits along the ground they will meet with mixed levels of success. Keep in mind that if you finish the combo with a C.Roundhouse, be sure to cancel into a jab Cajun Slash or Royal Flush. Use your discretion because some opponents are very good at rolling and will avoid the Slash or Royal Flush. So be quick about it. The Jab Cajun Slash is a solid surprise attack. However, I’d use it sparingly and would be careful not to pull out the stronger versions. The jab version comes out the quickest and gives your opponent minimal time to counter if it is blocked. The Cajun Strike is a good surprise move. It will lose out to anti-air moves so be sure that your opponent is not expecting it. Gambit’s J.Fierce is a good way to begin air combo’s it has good range and tends to connect. Be sure to take advantage of Gambit’s air combo as it is easy to perform and allows one to dish out a good deal of damage. Gambit’s dash is effective, just don’t advertise it as your opponent may greet you with a beam super. Use your speed to keep the pressure on. Make sure your opponent is kept on his toes. You can force just about everybody into making a mistake or giving you an opening while playing as Gambit. You just have to use your patience and wait until the opportunity unveils itself.
- Gambit’s supers are both useful. Keep in mind that both have their uses, there is a time and place for each one of them. The Cajun Explosion is not comboable, does chipping damage and will leave him safe for the most part if it is blocked. Obviously it should be used at the end of the game as it functions sort of like Magneto’s Magnetic Shockwave. The move is very hard to avoid but also very hard to connect. The Cajun Explosion tends to connect most often when your opponent dashes blindly at you and your simply pull off the move while they are charging at empty air. The move also seems to be useful when you have an opponent anticipating a Cajun Strike; sometimes they think you are going to bounce off the wall and attack with it. This happens particularly if you have pulled off a Cajun Strike earlier in the game, your opponent thinking that he has wised up wait along the ground waiting to pull off a launcher. Typically he jumps the gun, pulls off the move and gets hit with the Explosion because he was not currently blocking. The other case is that he just stands their waiting to tag you and gets hit by the move will displaying a look of astonishment on his face as the move connects. The Royal Flush does block damage, is comboable and will leave you vulnerable if it is blocked or rolled out of. Never, ever throw out a random Royal Flush. If your opponent jumps over it or blocks it, you will be met with a super. If you use the C.Roundhouse to set up the Royal Flush, be sure that your opponent is not good at rolling. The better rollers will avoid the Flush and make you pay. If you can get the fierce kinetic card to connect against your opponent, use it. Once the card connects the Royal Flush cannot be avoided, off course you need to pull off the Flush with a reasonable amount of time.
- Gambit can be an effective character in this game. But if your ground comboing is taken away you may be in for some problems. Be patient with him. This is not Wolverine or Strider; you can’t just mash buttons. Random, unplanned or poorly executed moves will cause you to fold, not your opponent. Remember, it’s all about style