Ys vs. Sora no Kiseki: Alternative Saga/Loewe: Difference between revisions
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Pretty mediocre normal link. While his A is a good quick anti-air, it doesn't link into the rest of his grounded normals, severely limiting their uses. | |||
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Loewe's j.A is an excellent whiff punish tool when done from a homing dash. This is because j.A gets an additional hit that acts as bonus damage and a way to give Loewe more time to combo. Since j.C sends opponents to the ground, it can be used to end combos. | |||
* During a homing dash, j.A will gain an additional hit for bonus damage. If delayed long enough, Loewe can also perform his j.B while grounded | * During a homing dash, j.A will gain an additional hit for bonus damage. If delayed long enough, Loewe can also perform his j.B while grounded | ||
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Arguably the worst Falling Attack in the game. Generally outclassed by j.C, Loewe doesn't have many uses for it, except as an anti-air bait. | |||
* Impact frame obtained while as low to the ground as possible | * Impact frame obtained while as low to the ground as possible | ||
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|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|description= | |description= | ||
Loewe's fastest attack. Quite easy to insert in combos at most ranges. | |||
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|impact=11 | |impact=11 | ||
|spCost=12 | |spCost=12 | ||
|properties=Soft Armor | |properties=Soft Armor, Projectile | ||
|description= | |description= | ||
* | Gigantic projectile poke that launches opponents on hit. At point blank, Loewe can combo off of it | ||
* Jump cancellable | |||
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|properties=Hard Armor 1-4, Soft Armor<br>Projectile, Draw-In | |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Draw-In | ||
|description= | |description= | ||
Very slow, very long, very active projectile that deals lots of damage, with each hit having a chance to cause Paralysis. Pretty hard to land, but the payoff is huge. Air version shooys the projectile at an angle. | |||
* Can cause Paralysis on hit | * Can cause Paralysis on hit | ||
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|properties=Hard Armor, Drain, Draw-In | |properties=Hard Armor, Drain, Draw-In | ||
|description= | |description= | ||
Very slow Skill that's easily avoidable and hard to combo into. This makes it rarely worth using it in 1v1s. However, it can be pretty decent in FFAs, as Loewe gains 25 SP for every opponent caught in the AoE. This makes Arch Drain the only SP-positive Skill in the entire game, in the right circumstances. | |||
* If Loewe catches an opponent late enough, he will be able to follow-up with a combo. | |||
* 6 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze | * 6 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze | ||
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|properties=Hard Armor, Draw-In | |properties=Hard Armor, Draw-In | ||
|description= | |description= | ||
Excellent combo ender that's surprising easy to land despite the animation. While extremely expensive, using it makes Loewe's damage output skyrocket. Just make sure you have a way to refill that SP. | |||
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* The opponent can still cast Skills or use their assist during the freeze | * The opponent can still cast Skills or use their assist during the freeze | ||
* Causes Freeze | * Causes Freeze on hit | ||
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Revision as of 02:56, 22 September 2023
“ |
A former Enforcer of Ouroboros and known as the Bladelord. He and |
” |
Loewe | |
---|---|
Archetype | Heavy |
Difficulty | Hard |
Stats | |
HP | 11921 |
AP | 16 |
STR | 1209 |
DEF | 987 |
BRK | 619 |
DUR | 2973 |
SPD | 101 |
AGL | 108 |
SP Gain | 204 |
Introduction
Every good fighting game needs at least one boss character. In Ys vs Trails, it's Loewe that takes this role. With pretty inflated stats, he is both the strongest character in the game (in terms of raw strength), but also one of the bulkiest. His attacks, while somewhat slow, packs a punch, and can even sometimes cause status effects that affects his opponents' options. This makes Loewe a force to be reckoned with in neutral, as any mistake can be easily punished hard by him. However, while he seems absolutely overpowered on paper, there's one huge flaw in Loewe's gameplan: he requires almost full SP in order to become a threat. Gainin SP is Loewe's biggest hurdle: while his projectile Charge Attack has good range and is easily spammable in neutral, it only grants 22 SP, the lowest possible amount. This forces him to stay patient and slowly but surely build up SP until he gets enough for his next punish. Said punishes also requires good execution in order to maximize their damage output. Finally, Loewe has the lowest AP stat in the game, making build choices extremely limited for him.
Loewe is recommended for players who loves high damage whiff punishes and aren't afraid of a challenge.
Loewe is a technical heavyweight with decent space control who can easily whiff punish his opponents. |
Strengths | Weaknesses |
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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
ABC
|
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Charge Attack
[A] |
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j.ABC
|
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Falling Attack
j.D |
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Rising Attack
|
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Skills
Whirlwing Cut
S1 |
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Swallow Return
S2 |
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Silver Thorn
S3 |
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Zero Storm
S4 |
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Arch Drain
S5 |
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Demon Flames
S6 |
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Sword of Abaddon
EXTRA Skill |
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Builds
Note: These builds are mostly here in order to guide new players into how to exploit Loewe' potential to its fullest. Don't be afraid to experiment!
Recommended accessories
- Good accessories for Loewe goes here. Explain why this build is good for him
Recommended Skills
- S1
- S2
- S3
- S4
Recommended Support
- Assist that synergise well with Loewe' toolkit goes here. Explain why
General Strategy
Neutral
- Explain how Loewe is played in neutral at a fundamental level
Pressure
- Explain how Loewe' pressure works fundamentally
Defense
- List what Loewe' unique defensive options are (outside of system mechanics). This can be either a reversal or a stupidly fast attack
General Counterplay
- List some general Loewe counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Solo
- A > S1 > [A] (530 damage)
- Basic poke combo from a ground normal that works at any range. [A] won't combo but may potentially hit the opponent after their tech
- A > S2 jc > j.A > S2 > homing j.A (whiff) > S6 (2.3k damage)
- Better route from a grounded normal when at close range. Loewe must jump cancel the first S2 as fast as possible.
- homing j.A(2) > dl.jB > S2 jc > j.AB > S2/S6 (1.4k/2.6k damage)
- BnB punish from a homing dash at close-ish range. Extremely tight in order to make in inescapable. In order to work, Loewe must PM j.A's second hit backwards.
With Scherazard assist
- Combo (damage)
- Combo explanation
Colors
Default color
Reference (if there's one)
Elk (Ys SEVEN)
Reference (if there's one)