Guide to Director

Guide to Director

Introduction

This is for you, THExplosion24.

https://steamcommunity.com/sharedfiles/filedetails/?id=3121174548Director, by THExplosion24, is their own original modded character, that will (eventually) have 3 stances. They are an all-rounder, having 3 distinct stances: Rushdown, for fighting up close, Sword, better for fighting at medium range, and Zoner (WIP), for fighting mostly at range.

Credits

THExplosion24, as they made the character (and did spriting for Rushdown stance) and convinced me to make this guide when sword stance comes out

The spriter for Sword stance, e (Pres), they a GOAT

Me

General Mechanics


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Director's main mechanic primarily revolves around the super Dimensional Reel. There are a few things they can do with it:Summon the Dimensional Reel on a semi circle XY plot

use Splice after placing it, which can either be triggered as a teleport super to the reel or by splicing an attack through the reel. There is a toggle when using the super itself to teleport back to the location you warped from just like

Supercut.

use Shot, which will fire an unparriable projectile which you can change the direction of with the XY plot.

Desummon, which removes your Dimensional Reel and lets you place another.

Use Supercut. Supercut has different effects depending on which stance you are in. Here is what it does across all stances: You can perform any attack and immediately be spliced to your Dimensional Reel the second you attack, or you can hold, which won't teleport you, to trick the opponent into attacking or blocking.

Shot becomes a large yellow laser (which is taken directly from Sky Hunter).

Here are the effects of Supercut in Rushdown Stance:There are various changes for Stunt Double, Rush becomes Sucker Punch (although a weaker version), Ascend becomes Creative Shock, and there is a new option unlocked called Ambush (which was originally a standard option).

Tight Schedule now tracks the opponent.

Here are the effects of Supercut in Sword Stance Stance: Autograph becomes a fast moving card that explodes after a short distance.

Fine Print now fires a significantly faster projectile that has a lot more damage and hitstun.

Stance SwitchingDirector has 2 ways to switch stances: using the defensive option Shift Scene: S/R or using an attack. For attacks, using Floor Lighting, Paperwork, or Fine Print in Rushdown Stance switches to Sword Stance. In Sword Stance, using Tight Schedule transitions you back to Rushdown Stance. All of these attacks are listed in Supers if using them as a stance change.

Shift Scene: S/R has an IASA of 14, but in combo it's 8. It also gives you velocity based on your DI.

Defensive Options


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Each stance has different defensive options, some of which are unique.

Pause Frame 10f IASA

Pauses the visual state you are currently in for style.Is ready in 10 frames or on opponent's turn.

Rushdown StanceThe following defensive options are only available in Rushdown Stance.

Spot Dodge ~3f STARTUP18f IASANO FREE CANCELINVULNERABLE

This move gives temporary invuln to dodge an attack.Is invulnerable from frames 3-5.

IASA is 13 frames on successful dodge, which makes you +1 and gives you 60% of a level of super.

This does NOT beat grab.

Phase Step ~4f STARTUP22f IASANO FREE CANCELINVULNERABLE

A long distance dodge with longer invulnerability frames compared to Spot Dodge.Is throw invulnerable frames 1-6, and is regularly invulnerable frames 4-10.

has a 20 frame cooldown so you cannot spam the move.

Universal Supers


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Dimensional Reel ~10f STARTUP14f IASANO FREE CANCELNO COST

Summons a movie reel at the location you choose.Allows you to use various supers related to the reel: Splice

Shot

Banish

SupercutAlso allows you to splice certain attacks to the reel: Tight Schedule

Showoff

Stunt Double

Sucker PunchThe following supers are only available after using Dimensional Reel:

Splice ~7f STARTUP18f IASANO FREE CANCELNO COST

Teleports you to Dimensional Reel.On teleport, if you don't enable any of the toggles, another reel is created where you teleported. There is a 1 turn cooldown to using this move.

You can choose to use Banish when teleporting, removing the function mentioned above.

You can choose to use Supercut when teleporting, allowing you to teleport back to the reel created when you teleported after a set duration or when doing an attack.

You can choose which stance you are in after you teleport.

Shot ~8f STARTUP15f IASA+20f ON HITNO FREE CANCELPROJECTILEHIGH BLOCK+2f ON BLOCK800 DAMAGE IN 1 HIT1 PRORATIONNO COST

Fires a small, fast moving projectile from your Dimensional Reel.Using Supercut transforms this projectile into a large beam, dealing 1200 damage, 20 hitstun, has 1 proration, and hits OTG. This attack is -1 on block.

Banish ~12f STARTUP12f IASAREQUIRES 1 LEVELCOSTS 1 LEVEL

Removes the Dimensional Reel you placed on the map.Can be toggled on the super Splice.

Supercut ~12f STARTUP12f IASAREQUIRES 1 LEVELCOSTS 1 LEVEL

Allows you to teleport to your reel after a set duration or when using an attack, like Miko's Sonido. Also upgrades various moves.In combo, IASA becomes 8 and you teleport after 43 frames instead of 47 if you don't perform an attack.

Effects of Supercut are listed in the General Mechanics option, with the stat specific upgrades being mentioned in the description of the moves changed.

Rushdown Stance Attacks

Rushdown stance is based around (you guessed it) rushing down your opponent and applying pressure to them. They also have tools to deal with zoners and passive players if the opponent does not want to engage.

Grounded Attacks Rude Behavior ~4f STARTUP15f IASA+13f ON HITHIGH BLOCK-1f ON BLOCK400 DAMAGE IN 1 HIT1 PRORATION

Your basic frame 4 jab.Nothing else to say here, that's pretty much it.

Slide ~6f STARTUP13f IASA+17f ON HITFirst hitboxLOW BLOCK-1f ON BLOCK600 DAMAGE IN 1 HIT0 PRORATION

A low slide that sends the opponent into the air.Can knock down the opponent on DI down.

Cut Off ~5f STARTUP19f IASA+18f ON HITHIGH BLOCK+1f ON BLOCK600 DAMAGE IN 1 HIT0 PRORATION

A fast moving forward kick.Has decent range for a 5 frame attack.

Check ~7f STARTUP23f IASA+20f ON HITHIGH BLOCK+2f ON BLOCK800 DAMAGE IN 1 HIT0 PRORATION

A fast moving punch that covers a decent distance.Does not beat horizontal slash.

Creative Shock ~7f STARTUP18f IASA+18f ON HITFirst hitboxHIGH BLOCK+1f ON BLOCK700 DAMAGE IN 1 HIT-1 PRORATION

A fast moving knee to the face.Sends you into the air when used on the ground.

Keeps your momentum, so you can do some nasty combos with this.

Palm Strike ~12f STARTUP26f IASA+25f ON HITIGNORES ARMORGUARD BREAKHIGH BLOCK+3f ON BLOCK900 DAMAGE IN 1 HIT0 PRORATION

A forceful strike with a lot of hitlag.Directors only non-super guard break.

Has a horizontal slider for distance.

Aerial AttacksThe following grounded attacks are also available in the air:

Grab

Rude Behavior: This attack does 500 damage and has 1 less proration than its grounded version.

Creative Shock

Bruise ~6f STARTUP20f IASA+21f ON HITHIGH BLOCK+1f ON BLOCK800 DAMAGE IN 1 HIT0 PRORATION

A forward aerial kick.Has the same icon as Cut Off.

Break ~7f STARTUP20f IASA+18f ON HITHIGH BLOCK+2f ON BLOCK900 DAMAGE IN 1 HIT0 PRORATION

A downwards axe kick.Sends the opponent downwards.

Flail ~4f STARTUP17f IASA+10f ON HITAll hitboxesHIGH BLOCK+0f ON BLOCK800 DAMAGE IN 2 HITS1 PRORATION

Director flails their arms in the air.Hitcancels on first hitbox, can be canceled for 17 frames and 500 damage, or held for regular damage and hitstun.

hey wait a minute this looks like vixen's burst

Rushdown Stance Specials

The specials in Rushdown Stance are mainly for mixups and utility, only a few are mainly used in combo.

Grounded Specials Skyrocket ~6f STARTUP26f IASA+2f ON HITINVULNERABLEBLOCK PUNISHABLEHIGH BLOCK-2f ON BLOCK800 DAMAGE IN 1 HIT1 PRORATION

A classic uppercut.Is invulnerable frames 3-5.

Is block punishable, leaving you -20 frames on soft block or parry.

Only combos on a counterhit with bad DI.

Counterargument ~9f STARTUP21f IASA+22f ON HITGRAB INVULNERABLE1300 DAMAGE IN 1 HIT1 PRORATION

A command grab that combos.Does not combo on DI down, like regular grab.

Action ~10f STARTUP22f IASA+18f ON HITHIGH BLOCK+1f ON BLOCK900 DAMAGE IN 1 HIT0 PRORATION

Director jumps into the air and kicks downwards.This move beats grab due to sending you into the air.

In a blockstring, the attack cab be delayed to hit frame 12 by aiming the attack higher.

Bypass ~8f STARTUP28f IASA+18f ON HITPROJECTILE INVULNERABLEHIGH BLOCK-1f ON BLOCK750 DAMAGE IN 1 HIT-1 PRORATION

A fast moving kick.Is projectile invulnerable frames 2-17.

When used on the ground, this move sends you into the air at a set height.

Resets your momentum on use.

Showoff ~6f STARTUP20f IASA+0, +17, OR +33f ON HITNO FREE CANCELCOUNTER1000, 2000, OR 3000 DAMAGE IN 1 HIT-1 PRORATION

A move that counters the opponent in a stylish cinematic.Does more damage and hitstun depending on if you have no levels of super, 1 level of super, or more than 2 levels of super.

Counters from frame 6-12.

You can use splice during this move if you get a counter, teleporting you to your Dimensional Reel. Great for combo extensions.

Tight Schedule ~19f STARTUP13f IASA+18f ON HITNO FREE CANCELPROJECTILEHITS OTGHIGH BLOCK+2f ON BLOCK800 DAMAGE IN 1 HIT0 PRORATION

Create a spark that explodes on contact with the opponent.Has an arming time, so won't hit immediately.

Can be flipped and spliced for some mixup shenanigans.

Using Supercut makes this home in on the opponent.

Stunt Double ~5f STARTUP13f IASANO FREE CANCEL

A move that summons 1 of 4 different clones.Each clone is detailed in it's own section.

Yes these clones use the same moves you do, no I will not list them.

Aerial SpecialsAll specials can be used in the air, there is just 1 special that is air only.

Crash ~7f STARTUP33f IASA+17f ON HITHITS OTGFirst hitboxHIGH BLOCK+2f ON BLOCKSecond hitboxMID BLOCK+1f ON BLOCK1200 DAMAGE IN 2 HITS0 PRORATION

A fast moving downwards plunge that can strike the opponent on the way down, striking them again on the ground.Is the only reliable move that hits OTG that Director has.

Stunt Double Clones

Stunt Double: Rush~15f STARTUP+18 TO +51f ON HITPROJECTILEAll hitboxesHIGH BLOCK+2f ON BLOCK1240 DAMAGE IN 2 HITS1 PRORATION

A clone that rushes forwards into a punch then an uppercut.The second hit will only actually hit if the opponent is at the wall or they have bad DI, so usually the damage you will get is 600.

Using Supercut turns this into a lesser version of Sucker Punch, hitting frame 19, dealing 1500 damage, and deals 25 hitstun.

Stunt Double: Ascend~15f STARTUP+38f ON HITPROJECTILEAll hitboxesHIGH BLOCK+0f ON BLOCK1560 DAMAGE IN 2 HITS0 PRORATION

A clone that appears in the sky, kicks, then has a follow up kick.You will rarely hit the second kick, so the usual damage you will get from this attack is 800.

Using Supercut makes this clone use Creative Shock, which hits frame 13, does 850 damage, has 29 hitstun, and 1 proration.

Stunt Double: Dummy~5f STARTUPPROJECTILE

Creates a clone that just stands there.On use, you send the dummy clone forwards while Director moves backwards. If the clone gets hit, you get +2 block advantage.

Using Supercut turns this into a lesser version of Showoff, as when the clone gets hit they instead explode, dealing 800 damage and giving 18 frames of hitstun.

Stunt Double: Ambush~25f STARTUP+19f ON HITPROJECTILEHIGH BLOCK+0f ON BLOCK800 DAMAGE IN 1 HIT0 PRORATION

Create a clone that spawns behind the opponent, kicking them after a period of time.This clone is only usable after using Supercut.

Rushdown Stance Supers

Sucker Punch ~6f STARTUP25f IASA+20f ON HITHIGH BLOCK+2f ON BLOCKREQUIRES 2 LEVELSCOSTS 2 LEVELS2500 DAMAGE IN 1 HIT2 PRORATION

An incredibly fast moving, hard hitting punch.Can be spliced to Dimensional Reel, making it hit frame 10 instead of frame 6.

This attack does more chip damage than normal, with a 1.3x multiplier.

Sword Stance Attacks

Compared to Rushdown Stance, Sword Stance has much higher range while having less mobility. Their mobility is still more than enough to close down on the enemy though. also JOHNNY FROM GUILTY GEAR

Grounded Attacks Poke ~4f STARTUP15f IASA+11f ON HITHIGH BLOCK-1f ON BLOCK400 DAMAGE IN 1 HIT2 PRORATION

Poke the opponent with Director's stage light.Standard poke.

Swing ~7f STARTUP18f IASA+16f ON HITHIGH BLOCK+1f ON BLOCK600 DAMAGE IN 1 HIT0 PRORATION

A large forward swing with Director's stage light.A very large horizontal swing that also has good forwards velocity. In return, it does not give many frames on hit.

Up High ~7f STARTUP20f IASA+18f ON HITHIGH BLOCK+0f ON BLOCK750 DAMAGE IN 1 HIT0 PRORATION

A large upwards swing with Director's stage light.A very good anti air attack.

Down Low ~7f STARTUP16f IASA+16f ON HITLOW BLOCK-1f ON BLOCK600 DAMAGE IN 1 HIT-1 PRORATION

A low, ranged poke with Director's stage light.This attack does not hit at point blank range unless the opponent moves backwards.

Thrust ~9f STARTUP19f IASA+20f ON HITHIGH BLOCK+2f ON BLOCK900 DAMAGE IN 1 HIT0 PRORATION

A long poke with Director's stage light.Has good range due to large hitbox and good horizontal velocity.

Over the Head ~12f STARTUP22f IASA+18f ON HITGUARD BREAKIGNORES ARMORHIGH BLOCK+2f ON BLOCK1000 DAMAGE IN 1 HIT1 PRORATION

Slam the opponent by hitting them over the head with Director's stage light.Is Sword Stance's only guard break.

Aerial AttacksThe following grounded attacks are also available in the air: Throw

Swing

Up High

Down Low

Heel ~5f STARTUP16f IASA+19f ON HITHIGH BLOCK+2f ON BLOCK500 DAMAGE IN 1 HIT1 PRORATION

A forward kick.Director's fastest attack in the air for this stance ignoring grab.

Slam ~9f STARTUP20f IASA+22f ON HITHIGH BLOCK+3f ON BLOCK900 DAMAGE IN 1 HIT1 PRORATION

A huge overhead slam with Director's stage light.One of his best aerial attacks due to the incredible range it covers.

Sword Stance Specials

In Sword Stance, Director's specials are their best combo tools, the opposite of Rushdown Stance.

Cross Cut ~9f STARTUP18f IASA+6f ON HITHIGH BLOCK-1f ON BLOCK800 DAMAGE IN 1 HIT1 PRORATION

MISTO FINERDirector's best special when paired with Autograph, as this attack will slash the autograph, dealing an extra 640 damage with a second hit that has a minimum damage of 200 at the location of the autograph, and has much better hitstun. This extra hitstun allows you to reasonably combo off of this.

Has 3 movement options to teleport forwards, backwards, or stay where you are while performing the attack. The attack can also come out at 3 different angles, with the bottom direction hitting low, middle direction hitting high, top direction also hitting high into the air.

Autograph ~9f STARTUP16f IASANO FREE CANCELNO HITBOX UNTIL TRIGGERED

Place an Autograph on screen.Has a unique interaction with Cross Cut. as when slashed gives a follow up hit at the location of the autograph and allows Cross Cut to reliably combo.

The autograph can be spliced through a Dimensional Reel.

3 autographs can be on the map at once.

Using Supercut then placing an autograph turns it into a fast moving projectile that explodes after a set distance, dealing 600 damage with 1 proration and +21 on hit. It is also +2 on block.

Gives access to 2 extra specials, Paperwork and Fine Print.

Paperwork 14f IASANO FREE CANCEL

Moves all autographs on screen.Only available if there are any autographs on screen.

Is useful for making sure the opponent is still in range if the autographs to allow for Cross Cut to combo.

This move is usable in Rushdown Stance if there are cards on screen, and this switches you to Sword Stance.

Fine Print ~10f STARTUP18f IASA+16f ON HITNO FREE CANCELPROJECTILEHIGH BLOCK+1f ON BLOCK800 DAMAGE IN 1 HIT1 PRORATION

Fire a projectile from the designated autograph, destroying it in the process.IASA changes based on when the projectile hits.

Only 1 card can be selected to fire a projectile per turn.

This move is usable in Rushdown Stance if there are cards on screen, and this switches you to Sword Stance.

Using Supercut essentially buffs the projectile, making it much faster and dealing 1300 damage, giving 26 frames on hit. Is +3 on block.

Flip ~8f STARTUP17f IASA+20f ON HITHIGH BLOCK+1f ON BLOCK600 DAMAGE IN 1 HIT0 PRORATION

Jump forwards and wack the opponent with Director's stage light, or jump forwards and throw a card at them (Vault Deal from Johnny).The card can hit the opponent, and also detonates after a set amount of time if not interacted with. Is +19 on hit, and the explosion is +17 and has 1 proration.

Spotlight ~8f STARTUP20f IASA+12f ON HITHIGH BLOCK-1f ON BLOCK800 DAMAGE IN 1 HIT0 PRORATION

Become one with the spotlight, hitting any opponents near or above you.Is an incredible anti air, as when hitting an aerial opponent, sends them downwards, and gives +13 on hit and is +1 on block.

Lights ~8f STARTUP16f IASA+14f ON HITLOW BLOCK+0f ON BLOCK650 DAMAGE IN 1 HIT-1 PRORATION

jump into the air, emitting a glow under you.Beats grab due to being aerial.

Floor Lighting ~6f STARTUP30f IASA+17f ON HIT First hitboxLOW BLOCK-1f ON BLOCKSecond hitboxLOW BLOCK+1f ON BLOCK1200 DAMAGE IN 2 HITS0 PRORATION

Slide kick the opponent, which Director then follows up with a low swipe from their stage light.interrupts after the first hit on block, but if it connects it will not interrupt on first hit.

This move is not available in the air.

This move is usable in Rushdown Stance if there are cards on screen, and this switches you to Sword Stance.

Sword Stance Supers

Stage Prop ~9f STARTUP20f IASA+26f ON HITHIGH BLOCK+3f ON BLOCKREQUIRES 3 LEVELSCOSTS 3 LEVELS2000 DAMAGE IN 1 HIT-1 PRORATION

A huge forwards slash with Director's stage light.Just an overall good attack, both for starting combos and in combos.

Cross Split ~9f STARTUP15f IASA+20f ON HITNO FREE CANCELPROJECTILEHIGH BLOCK+0f ON BLOCKREQUIRES 1 LEVELCOSTS 1 LEVEL1000 DAMAGE IN 1 HIT1 PRORATION

A ranged MISTO FINER.A buffed version of Cross Cut, and also triggers autographs in the same way.

Is only usable if there is a [/]Dimensional Reel[/i] on the field.[/list]

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3200821998					

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