Bleeding Edge, a 4-v-4 character-slasher of sorts, features your expected cast of diverse characters to fill a unique roster of fighters. Some fighters are big, some fighters are small. Some want to play up close, others want to be at range.
Gizmo is a fighter that falls into the smaller, ranged category, and as a damage character, she brings with her a host of interesting tools. In any team-based game featuring unique fighters that have their own personalized kits, it’s always beneficial to be aware of the character’s pros and cons. So, here are a few of Gizmo’s.
10 Pro: Range
Gizmo’s most obvious benefit is her sizable range advantage. The GG gun is a nice little tool that enables players to pelt enemies from afar. This, in combination with the sucka bomb, can create a nice bit of zoning to keep enemies at bay.
When enemies start taking damage before they’re even in range, it can make them panic and rethink their engagement options. The range also gives enemies fewer options to escape when Gizmo has a nice angle on them. It also means that in team fights, Gizmo is often out of reach so there’s less chance of her taking any damage when the enemy can’t afford to give her any attention.
9 Con: Few Close-Range Options
Of course, while Gizmo is great at long range, her close-range capabilities are practically non-existent. The only option she has at close range is the sucka bomb, a special move that sucks enemies in. Other than that, Gizmo is not a fighter that wants melee characters on top of her.
All she can really do is dash away to try and make some distance. At most, Gizmo might throw out a parry just to stall out the pressure for a second, or toss a sucka bomb to make the aggressor use an evade defensively, and just hope that she can get away before she’s completely rushed down.
8 Pro: Special Move Negation
While Gizmo isn’t a character that can reliably hit-stun fighters, the sucka bomb is a nice tool that can stun fighters out of their special moves and even out of certain supers. Moves like El Bastardo’s death spiral, Nidhoggr’s ride the lightning super, and Maeve’s siphon life special can be canceled by the sucka bomb.
This naturally denies enemies from getting the max value out of their specials and supers. It gives Gizmo some playmaking potential and allows her to punish fighters for using their specials/supers too aggressively. It’s just another small quality that makes the sucka bomb a pretty useful tool.
7 Con: Limited Peel Capabilities
Since Gizmo is a ranged character, she lacks any consistently reliable ways to stop people from pressuring not only her but also her ally healers. This means that she can only scare off aggressors by doing more damage to them than they can do to the healer. This is easier said than done since her only form of pressure relief is the sucka bomb.
While Gizmo’s damage output is a bit more reliable in peel situations, the healer is forced to overperform when it comes to outmaneuvering their aggressor. If they don’t, then the aggressor might be able to finish the healer off before Gizmo can scare them away. On top of that, if it’s another ranged character choosing to take aggressive angles on the healer, and if Gizmo isn’t quick enough to respond, it could push the healer out of position since they’re constantly taking ranged pressure.
6 Pro: High Ground Control
One thing that players often neglect is the importance of owning the high ground. Regardless of which fighter someone is using, the high ground is important. It gives melee fighters better engagement angles and enables ranged fighters to go uncontested more reliably.
Not only does Gizmo benefit from being on the high ground, but she also has the tools to help her control it comfortably. The turrets can pepper in a little extra damage onto incoming enemies, and the bounce pad allows Gizmo to instantly get back up to high ground if she’s pressured off it.
5 Con: Easy Aggro Target
Now, while high ground makes it a little harder for some fighters to contest Gizmo, it doesn’t mean that she’s completely safe. Some fighters are very capable of putting pressure on her, and since she’s a fighter that wants to work the high ground more often than most other characters, it means that Gizmo might often find herself alone.
Consequently, she can be isolated by the other team. If a Daemon or a Cass gets in on Gizmo uncontested, there isn’t much she can really do except run and try to regroup with the rest of her team.
4 Pro: Focus Damage
In a team fight, when things start getting really crazy, it can be a little overwhelming to figure out who someone should whack. Luckily, Gizmo doesn’t have to worry about this. All she has to do is select a target and let the spam damage of the GG gun do the rest.
Once Gizmo starts lighting up a target, there’s little reason to stop shooting them until they either try to put pressure on her, which by that point they’ll probably be at low health, or they attempt to run out of her range.
3 Con: Limited Mobility
In these team-based games, movement tools are always a very important resource. They help enable players to clear distances quickly, which can be useful for both offensive and defensive purposes. Gizmo, unfortunately, doesn’t have very many movement resources to speak of.
Gizmo is only equipped with a max of two evades before she runs out of stamina. This means that her on-foot chase-down options are limited, as well as her defensive options when she gets pressured at close range. Her only other movement tool is the bounce pad. While that can help to get Gizmo out of a jam at times, unless there is a significant high ground nearby to jump to, the bounce pad is effectively useless.
2 Pro: Above Average Health Pool
For an average-sized character in Bleeding Edge, Gizmo’s HP pool is better than most. It’s not a crazy amount like Nidhoggr’s, but it’s not painfully low like Daemon’s or Cass’s. It’s acceptably above average.
At a base 750 HP, Gizmo can take a bit of a beating. She’s not a tank or anything, but she can be difficult to take down with that kind of health pool when she is using her evades and forcing opponents to deal with the sucka bomb.
1 Con: Wind-Up Time
While the GG gun can put down consistent and focused spam damage, it does have a bit of a wind-up before it gets to its max fire rate. The fire rate stays at max for a few moments after Gizmo ceases to fire, but after a while, it decreases and it has to be wound up again.
This can lead to a few different problems. Firstly, it might mean Gizmo is not able to lay down the amount of fire needed to finish off a target in a chase-down situation. Secondly, players have to constantly wind-up the gun every time a target moves out of range, making it harder to keep up a consistent rate of fire since Gizmo naturally moves slower while firing. Gizmo has a few mods to help manage the fire rate a little better, but it is still a significant handicap.
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