Ys vs. Sora no Kiseki: Alternative Saga/Estelle: Difference between revisions
No edit summary |
|||
Line 12: | Line 12: | ||
| align="center" colspan="2" |[[File:YvK_Estelle_Profile.png|center|frameless]] | | align="center" colspan="2" |[[File:YvK_Estelle_Profile.png|center|frameless]] | ||
|- | |- | ||
| '''Archetype''' || | | '''Archetype''' || Poking | ||
|- | |- | ||
| '''Difficulty''' || Easy | | '''Difficulty''' || Easy | ||
Line 38: | Line 38: | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
== Introduction == | == Introduction == | ||
Estelle is | Estelle is the perfect beginner character. On top of her very low execution barrier, her gameplan is one of the simplest there is: poke her opponents to death. To that end, she has access to a plethora of long projectiles and fast pokes that lets her dictate the pace of the match. '''Hard Break''' comes to mind as one of the best pokes in the game. It's cheap (10 SP), pretty fast, has projectile properties which makes it always win during trades and has some super armor. '''Comet''' and '''Fire Bolt EX''' are also quite good for ranged encounters, especially the latter since they're homing projectiles. However, this neutral control has a huge cost: her offense sucks. Since most of her Skills are neutral-centric, her combos become quite limited, and thus does very little damage on hit. This lack of offense-oriented Skills also impacts her pressure, or rather her lack thereof. While she does have a naturally armored pseudo-unblockable projectile in the form of Plasma Wave, it is extremely easy to just dodge it on reaction thanks to its awfully slow startup. As a result, Estelle finds herself having to outplay her opponents in neutral ''way'' more often than every other character in the game. | ||
Estelle is an excellent character for anyone who REALLY loves to play neutral, or are looking for a good character to learn the game with. | |||
{{ProConTable | {{ProConTable | ||
|intro='''Estelle''' is | |intro='''Estelle''' is an extremely beginner-friendly character who excels in neutral thanks to her arsenal of pokes and projectiles | ||
|pros= | |pros= | ||
* '''Great Neutral:''' Estelle has access to a plethora of long-range pokes and projectiles that lets her dictate the pace of neutral. | * '''Great Neutral:''' Estelle has access to a plethora of long-range pokes and projectiles that lets her dictate the pace of neutral. | ||
* '''Great Anti-Airs:''' Estelle's grounded normals and S3 are very good at catching aerial approaches. | |||
* '''Great Anti-Airs:''' Estelle's | |||
|cons= | |cons= | ||
* '''Poor Offense:''' Most of Estelle's Skills are designed to be used in neutral. As such, her offensive capabilities are somewhat limited compared to other characters. | * '''Poor Offense:''' Most of Estelle's Skills are designed to be used in neutral. As such, her offensive capabilities are somewhat limited compared to other melee characters. | ||
* '''Low Damage:''' Estelle's combos tends to be | * '''Low Damage:''' Estelle's combos tends to be quite short, and as such don't do a lot of damage. | ||
* '''Bad Air Fighter:''' Estelle's toolkit is noticeably weaker in the air than on the ground. As such, she is often forced to stay grounded most of the time. | * '''Bad Air Fighter:''' Estelle's toolkit is noticeably weaker in the air than on the ground. As such, she is often forced to stay grounded most of the time. | ||
}} | }} | ||
Line 108: | Line 104: | ||
|properties= | |properties= | ||
|description= | |description= | ||
Estelle's | Estelle's grounded normals have great horizontal range and are basically impossible to punish if cancelled into block. This makes them excellent poke at closer ranges. A and B also have good vertical range, making them decent anti-airs. | ||
}} | }} | ||
}} | }} | ||
Line 124: | Line 120: | ||
|properties=Soft Armor | |properties=Soft Armor | ||
|description= | |description= | ||
Estelle's best meterless poke, as well as her best way of quickly gaining SP. Doesn't give much reward on hit, though | Estelle's best meterless poke, as well as her best way of quickly gaining SP. Doesn't give much reward on hit, though. | ||
* Gives 23 SP on contact | * Gives 23 SP on contact | ||
}} | }} |
Revision as of 06:08, 17 September 2023
“ |
A young member of the Bracer Guild who fought to save the Liberl |
” |
Estelle | |
---|---|
Archetype | Poking |
Difficulty | Easy |
Stats | |
HP | 10926 |
AP | 25 |
STR | 922 |
DEF | 841 |
BRK | 572 |
DUR | 2600 |
SPD | 91 |
AGL | 98 |
SP Gain | 213 |
Introduction
Estelle is the perfect beginner character. On top of her very low execution barrier, her gameplan is one of the simplest there is: poke her opponents to death. To that end, she has access to a plethora of long projectiles and fast pokes that lets her dictate the pace of the match. Hard Break comes to mind as one of the best pokes in the game. It's cheap (10 SP), pretty fast, has projectile properties which makes it always win during trades and has some super armor. Comet and Fire Bolt EX are also quite good for ranged encounters, especially the latter since they're homing projectiles. However, this neutral control has a huge cost: her offense sucks. Since most of her Skills are neutral-centric, her combos become quite limited, and thus does very little damage on hit. This lack of offense-oriented Skills also impacts her pressure, or rather her lack thereof. While she does have a naturally armored pseudo-unblockable projectile in the form of Plasma Wave, it is extremely easy to just dodge it on reaction thanks to its awfully slow startup. As a result, Estelle finds herself having to outplay her opponents in neutral way more often than every other character in the game.
Estelle is an excellent character for anyone who REALLY loves to play neutral, or are looking for a good character to learn the game with.
Estelle is an extremely beginner-friendly character who excels in neutral thanks to her arsenal of pokes and projectiles |
Strengths | Weaknesses |
---|---|
|
|
All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
ABCD A A B B C C D D
|
---|
Charge Attack
[A] |
---|
j.A
|
---|
Falling Attack
j.B |
---|
Rising Attack
|
---|
Skills
Comet S1 Ground version Ground version Air version Air version
|
---|
Hard Break
S2 |
---|
Hurricane
S3 |
---|
Fire Bolt EX
S4 |
---|
Plasma Wave S5 "We have unblockables at home" "We have unblockables at home"
|
---|
Barrage
S6 |
---|
Wheel of Time EXTRA Skill Initial hit Initial hit Followup Followup
|
---|
Builds
Note: These builds are mostly here in order to guide new players into how to exploit Estelle's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
- Good accessories for Estelle goes here. Explain why this build is good for her
Recommended Skills
- Hard Break - One of the best pokes in the game, which just so happens to be Estelle's specialty
- Hurricane - Wide launcher that lets her do actual damage at close range
- Barrage - Estelle's best combo ender, although quite expensive
- Comet - Good, quick projectile that makes for yet another great poke in Estelle's arsenal. Interchangeable with Fire Bolt EX
- Fire Bolt EX - Slow, damaging homing projectiles that greatly helps Estelle when out of poking range. Interchangeable with Comet
Recommended Support
- Scherazard - Improves Estelle's neutral a lot while also indirectly buffing her damage output
General Strategy
Neutral
- Explain how Estelle is played in neutral at a fundamental level
Pressure
- Explain how Estelle's pressure works fundamentally
Defense
- List what Estelle's unique defensive options are (outside of system mechanics). This can be either a reversal or a stupidly fast attack
General Counterplay
- List some general Estelle counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Solo
- AB > S2 (480 damage)
- Simple max range combo. Not a lot of damage but at least it gives a knockdown.
- AB > S2, jump [A] > S6 (1.6k damage)
- Tech trap from the previous route at close range. S6 can be replaced by S1 or anything cheaper for a more SP efficient combo.
- AB > S3 jc > [A] > S2 (1.1k damage)
- Close range combo. The final S2 can be omitted for a slightly more SP efficient route.
- AB > S3 jc > j.A > S6 (1.8k damage)
- SP dump route.
With Scherazard assist
- ABC > S3 jc > [A] > S6 (2.2k damage)
- More damaging and SP efficient of the SP dump route. Also works at most ranges
- ABC > S1 > S2 jc > [A] (1.2k damage)
- More SP efficient route that still does good damage. Finishing with S6 does 2.1k damage
Colors
Default color
Reference (if there's one)
Reference (if there's one)
Reference (if there's one)