FIGHTER FILE 11
Star-Lord sits in slot 11 of 21 on the select screen, rates 3 of 5 for ease of use, and wears 1 costume in 9 colours.
Star-Lord is a gunslinger with an arsenal of projectiles. His Unique, Element Blast, gains different properties depending on the element currently equipped. His movement techniques and lunging attacks provide him a rich variety of options for any situation.
A multi-shot projectile attack.
The grounded version fires in a straight line, while the aerial version fires at an angle below.
Can be followed up by Element Blast or Groove Switch after the attack.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Tosses a grenade forward as a projectile.
The trajectory of the grenade can be altered by attacking with Element Blast.
The version draws the opponent in during the explosion.
Can be followed up by Element Blast or Groove Switch after the attack.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Performs a low sliding attack followed by additional hits.
The and versions execute the additional hits on the ground, while the version performs an upward leaping kick.
The version can be followed up by Free Flight after the attack.
version Skill Gauge cost: 25
version
A direct attack performed by the character.
An attack that cannot be blocked while standing.
An attack that triggers a Break when near the corner.
version
A direct attack performed by the character.
An attack that cannot be blocked while standing.
An attack that triggers a Break when near the corner.
version
A direct attack performed by the character.
An attack that cannot be blocked while standing.
Slams the opponent to the ground.
The and versions fire multiple shots while descending if the first hit lands.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
A command movement consisting of a low leap.
The version leaps forward, with the version leaping backward.
The version performs an attack while leaping forward.
Can be followed up by Free Flight after the movement.
version Skill Gauge cost: 25
version
A technique consisting of only movement.
version
A technique consisting of only movement.
version
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
Super Skill
After firing countless shots from his Quad Blasters, performs a finisher move based on the current element.
The grounded version fires the projectiles straight ahead, while the aerial version fires at an angle below.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
After a fast lunging attack, unleashes a series of attacks using his whole arsenal of projectiles.
Grants bonus expendable Element Blast shots after the move ends.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Expends one of the loaded shots to perform an attack using the current element.
When no shots remain, automatically activates Groove Switch.
Changes the current element and loads it up.
Different directional buttons change to one of the corresponding four elements.
Using Element Blast expends a shot.
Changing to a different element automatically reloads a shot.
Universal
A move that does not hit as an attack.
The initial element equipped at the start of a round.
Fires a beam projectile straight ahead.
Can be switched to using Groove Switch with the + input.
Universal
An indirect attack using a projectile or other means.
Unleashes a fireball that hits multiple times.
The grounded version fires straight ahead, while the aerial version fires at an angle below.
Can be switched to using Groove Switch with the + input.
Universal
An indirect attack using a projectile or other means.
Sprays ice forward a short range.
Freezes the opponent on hit.
Can be switched to using Groove Switch with the + input.
Universal
An indirect attack using a projectile or other means.
Generates a shield that blocks projectiles and fires an energy blast straight ahead.
The grounded version can also be angled upward, while the aerial version can be angled up or down by inputting / during the action.
Can be switched to using Groove Switch with the + input.
Universal
An indirect attack using a projectile or other means.
Clashes with projectiles on contact.
An attack that triggers a Break when near the corner.
An overhead attack.
Cannot be canceled into normal moves or Skills.
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Rapid movement in the chosen direction while mid-air.
Universal
A technique consisting of only movement.
Unrestricted movement while mid-air for a limited time.
Universal
A technique consisting of only movement.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
A multi-hit projectile attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
A leaping attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Fires an Element Blast.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Earth element
Clashes with projectiles on contact.
Fires multiple projectiles at a downward angle.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
An indirect attack using a projectile or other means.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
Performs Elemental Outlaw as a follow-up after sending the opponent flying.
The attack takes on the element last equipped as the leader character.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform Multi-Dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent