Ys vs. Sora no Kiseki: Alternative Saga/Estelle: Difference between revisions
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A very unique air normal, which you would usually find on ranged characters. Its speed makes it a surprisingly good burst option at longer range, although it mostly shines in combos. When used normally, it doesn't lead to | A very unique air normal, which you would usually find on ranged characters. Its speed makes it a surprisingly good burst option at longer range, although it mostly shines in combos. When used normally, it doesn't lead to much on hit, as Estelle can barely combo after Hard Break. However, if Estelle cancels j.A into Hard Break fast enough while dashing, the ground version of Hard Break will come out, instead of the air version. This requires some practice, but mastering this technique is the key to optimize Estelle's damage. | ||
* Reaches surprisingly far below Estelle | |||
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A fairly generic diving attack. Knocks down on hit | A fairly generic diving attack. Knocks down on hit. | ||
* Impact frames obtained while as low to the ground as possible | * Impact frames obtained while as low to the ground as possible | ||
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Pretty basic forward-moving projectile. Its speed makes it more suited as a long poke in the midrange. It can also knock down opponents at point blank, although she can't really exploit that property | Pretty basic forward-moving projectile. Its speed makes it more suited as a long poke in the midrange. It can also knock down opponents at point blank, although she can't really exploit that property for combos unless Scherazard is active | ||
Air version shoots the projectile at a downwards angle. Because it makes her stall in the air, it can be used to bait anti-airs. | Air version shoots the projectile at a downwards angle. Because it makes her stall in the air, it can be used to bait anti-airs. |
Revision as of 01:40, 23 October 2023
“ |
A young member of the Bracer Guild who fought to save the Liberl |
” |
Estelle | |
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Playstyle | Midrange |
Preferred Range | Mid |
Tankiness Rating | Average (1.07%) |
Difficulty | Hard |
Stats | |
HP | 10926 |
AP | 25 |
STR | 922 |
DEF | 841 |
BRK | 572 |
DUR | 2600 |
SPD | 91 |
AGL | 98 |
SP Gain | 213 |
Introduction
At first glance, one would think Estelle is the easiest character in the game. And they would be correct to an extent. Her gameplan is one of the simplest there is: poke her opponents with a stick until they die. 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. This excellent neutral makes her quite easy to approach as a beginner. However, this comes at the expense of her offense. Since most of her Skills are neutral-oriented, Estelle finds herself forced to use a lot of highly technical tricks (also known as "jank") in order to match the rest of the cast in terms of damage. This lack of offense-oriented Skills also makes her pressure and offense virtually non-existent. 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 work much harder than her opponent in order to win.
Estelle is highly recommended for both beginners wanting a simple gameplan and players who loves having to work for their damage.
Estelle is a very technical yet beginner friendly character who specializes in mid-ranged neutral. |
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
ABCD A A B B C C D D
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Charge Attack
[A] |
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j.A
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Falling Attack
j.B |
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Rising Attack
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Skills
Comet S1 Ground version Ground version Air version Air version
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Hard Break
S2 |
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Hurricane
S3 |
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Fire Bolt EX
S4 |
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Plasma Wave S5 "We have unblockables at home" "We have unblockables at home"
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Barrage
S6 |
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Wheel of Time EXTRA Skill Initial hit Initial hit Followup Followup
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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
- Mustafa - Greatly increases Estelle's reward on hit (her BnB goes from 1.4k damage to 2k damage).
- Anelace - Allows Estelle to stay at her preferred range for 40 seconds.
- Scherazard - Very beginner-friendly assist, as it gives Estelle tons of much easier routes for roughly the same damage as her advanced combos.
- Jurio & Chris - Makes Estelle's pokes and projectiles much scarier in neutral.
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
- A > dash j.A > j.S2 (700 damage)
- Very simple combo that works at all ranges. More than good enough for starting out, especially if you can't pull off the following route.
- AB > dash j.A > j.S2 (800 daamge)
- More advanced variant of the previous combo, that only works at closer ranges but is more easily hitconfirmable. For AB to connect, Estelle needs to steer to her left.
- A > dash j.A > S2, j.A > dash j.S6 (1.4k damage)
- Estelle's BnB. Somewhat difficult to land since a grounded S2 is required to land, but the reward is very much worth the effort, as it doubles her damage output. A microwalk may be necessary if the combo started at close range.
- AB > dash j.A > S2, walk j.A > dash j.S6 (1.6k damage)
- Optimal BnB. Microwalking is required, otherwise j.A won't connect.
With accessories
- Combo (damage)
- Specify which accessories are required for this combo to work
- Combo description
With assists
- ABC > S3 jc > j.[A] > j.S2 (1.1k damage)
- Scherazard
- Max range combo. Fire Bolt doesn't combo at this range, forcing Estelle to go straight into Hurricane. Replace j.S2 with j.S6 for 2.2k damage.
- ABC > S4 > S3 jc > j.[A] (1.3k damage)
- Scherazard
- Estelle BnB with Schera. Much easier to do than her regular combos
With accessories and assists
- Combo (damage)
- Specify which equippable items are required for this combo to work
- Combo description
Colors
Default color
Reference (if there's one)
Reference (if there's one)
Reference (if there's one)