

Izzik has two hit points, while Dretch has three. In order to get rid of the minions, you must attack them directly. You can only hit the minions once before they are knocked down, so you must find multiple openings, but you can hit both minions at the same time. Izzik can take two hits before he dies, while Dretch takes three hits. Izzik walks slowly and stabs you with a pitchfork (maybe as anti-air), while Dretch scampers around and belly flops on your head. The minion attacks cannot cross up always block away from Gargos, even if the minions end up behind you. All of the minion's attacks are classified as projectiles, so they can be dodged by projectile invincible moves, or blocked like normal. He scampers around along the ground and attacks with a (non-overhead) jump at the opponent's head. Summon Dretch, a little fat dude, by holding any P or K during the shadow move's screen freeze. He can also stab upwards as an anti-air attack, if the opponent jumps at the wrong time or Gargos juggles the opponent into Izzik's range.

He slowly walks back and forth in place, stabbing the space in front of him if the opponent gets near. Summon Izzik, a pitchfork wielder, by inputting the regular shadow move command. There are two minion types, and Gargos can have one of each type on screen at once. In general, they are built to be a nuisance to the opponent while Gargos gets to act freely. They can help Gargos on offense by controlling space and keeping the opponent preoccupied, and also help him on defense by interrupting the opponent's combo.

These minions will move around the stage on their own and automatically attack if the opponent gets within their personal space. For the cost of one shadow meter, Gargos can summon a minion to help him fight his opponent by inputting +KK. If you are freestyling a combo and you have to choose between these two uses of meter, the shadow ender does slightly more damage on average, but make sure you're at level 4 first. His best two uses of meter in a combo, by far, are Shadow Reckoning, which does good damage for a shadow linker, and Shadow Devil's Divide ender, which will always finish a combo strong. Fortunately, this isn't too common, so you'll usually get to level 4 in real matches. If he counter breaks with no white life already on the opponent, he struggles to build a level 4 ender without spending meter, so his 0-meter combo is quite low. Notes: Gargos's counter breaker damage is relatively weak. You can expect your damage to be much higher if you counter break in the middle of a normal combo.) Keeping the initial combo as small as possible helps isolate the counter breaker damage, but this is an unlikely scenario in real matches. Best Counter-Breaker Combos 0 Meter: HP double > light Reckoning > HP double > light Reckoning > HP double > Devil's Divide + Sadistic Drop Ender (40%)ġ Meter: HP double > light Reckoning > HP double > light Reckoning > LP double > Shadow Reckoning > Devil's Divide + Sadistic Drop Ender (51%)Ģ Meter: HP double > light Reckoning > HP double > light Reckoning > LP double > Shadow Reckoning > Shadow Devil's Divide Ender (58%)ĭamage calculation notes These damage numbers were achieved after light Reckoning opener, followed by a counter breaker.
