Ys vs. Sora no Kiseki: Alternative Saga/Estelle: Difference between revisions
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Estelle is the most straightforward character in the game. 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's combos are rather limited. While she can still do decent damage, she needs to either proc a status effect or use lots of resources to do so. 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 the most straightforward character in the game. 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's combos are rather limited. While she can still do decent damage, she needs to either proc a status effect or use lots of resources to do so. 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 players who wants | Estelle is highly recommended for players who wants great control over the neutral game.<br> | ||
'''Similar to:''' Charlotte (Samurai Shodown) | '''Similar to:''' Charlotte (Samurai Shodown) | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage=240 | |damage=240, 15x3 | ||
|impact=10 | |impact=10 | ||
|spCost=<abbr title="Base, Skill Earrings I to IV">12 / 11 / 11 / 10 / 9</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">12 / 11 / 11 / 10 / 9</abbr> | ||
|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|description= | |description= | ||
Pretty basic forward-moving projectile. | Pretty basic forward-moving projectile. While it does less damage than Fire Bolt EX and doesn't have homing properties, its speed makes it a very good poke at mid-long range. It can also sometimes cause knockdowns, although Estelle can't exploit that property unless she uses Scherazard. | ||
The air version shoots at a downwards angle. Because it makes her stall in the air, it can be used to bait anti-airs. | |||
}} | }} | ||
}} | }} | ||
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|impact=14 | |impact=14 | ||
|spCost=<abbr title="Base, Skill Earrings I to IV">20 / 18 / 17 / 16 / 15</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">20 / 18 / 17 / 16 / 15</abbr> | ||
|properties=Hard Armor 1-4, Soft Armor | |properties=Hard Armor 1-4, Soft Armor, Draw-In | ||
|description= | |description= | ||
A wide, lingering launcher that draws opponents in. Estelle can cancel the last hit into either a jump or a Charge Attack for slightly more damage on hit. On Heavied opponents, it also makes for a good combo filler on Heavied opponents. | |||
* Estelle can move | * Estelle can move while Hurricane is active | ||
}} | }} | ||
}} | }} | ||
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|properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing | |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing | ||
|description= | |description= | ||
Although slower than Comet (and twice as expensive), it shoots 4 homing fireballs that each have a chance of inflicting Burn. This | Estelle's projectile of choice. Although slower than Comet (and twice as expensive), it shoots 4 homing fireballs that each have a chance of inflicting Burn. This makes it a great tool for long-range fights. It's also surprisingly useful in combos, although Estelle needs to either use Scherazard or proc Heavy for this to be effective. | ||
* Can inflict Burn on hit | * Can inflict Burn on hit | ||
* Frame data assumes point blank | * Frame data assumes point blank | ||
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'''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! | '''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 === | === Recommended accessories === | ||
* | * '''Gravity Blade''' - Makes Estelle's pokes scarier/more dominant in neutral, since inflicting Heavy opens the door for more damaging routes (see below) | ||
=== Recommended Skills === | === Recommended Skills === | ||
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'''Honorable Mentions:''' | '''Honorable Mentions:''' | ||
* '''Jurio & Chris''' - Makes Estelle's pokes and projectiles much scarier in neutral. | * '''Jurio & Chris''' - Makes Estelle's pokes and projectiles much scarier in neutral. | ||
* '''Campanella''' - Grants Estelle access to Heavy without having to sacrifice AP. | |||
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=== Solo === | === Solo === | ||
* '''AB > d.A > j.S2/j.S6''' (800/1.4k | * '''AB > d.A > j.S2/j.S6''' (800/1.4k damage) | ||
:Simple BnB, and one of her only truly reliable combos. Delay j.S2 in order to catch an opponent trying to run away. For AB to connect, Estelle needs to steer to her left while attacking. | :Simple BnB, and one of her only truly reliable combos. Delay j.S2 in order to catch an opponent trying to run away. For AB to connect, Estelle needs to steer to her left while attacking. | ||
Revision as of 01:46, 16 November 2023
“ |
A young member of the Bracer Guild who fought to save the Liberl |
” |
Estelle | |
---|---|
Playstyle | Poking |
Preferred Range | Mid |
Tankiness Rating | Average (1.07%) |
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 most straightforward character in the game. 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's combos are rather limited. While she can still do decent damage, she needs to either proc a status effect or use lots of resources to do so. 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 players who wants great control over the neutral game.
Similar to: Charlotte (Samurai Shodown)
Estelle is a beginner friendly character who specializes in mid-ranged neutral. |
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
|
---|
Charge Attack
[A] |
---|
j.A
|
---|
Falling Attack
j.B |
---|
Rising Attack
|
---|
Skills
Comet
S1 |
---|
Hard Break
S2 |
---|
Hurricane
S3 |
---|
Fire Bolt EX
S4 |
---|
Plasma Wave
S5 |
---|
Barrage
S6 |
---|
Wheel of Time
EXTRA Skill |
---|
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
- Gravity Blade - Makes Estelle's pokes scarier/more dominant in neutral, since inflicting Heavy opens the door for more damaging routes (see below)
Recommended Skills
- Hard Break - One of the best pokes in the game, which just so happens to be Estelle's specialty
- 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 damage output, allowing her to match most of the cast.
- Anelace - Makes all of Estelle's pokes impossible to contest for 40 seconds.
- Olha - Same as Mustafa, but the extra knockback can make her combos a bit harder to pull off.
- Scherazard - Allows Estelle to be much more agressive, due to making her pokes faster and opening up more damaging combo routes.
Honorable Mentions:
- Jurio & Chris - Makes Estelle's pokes and projectiles much scarier in neutral.
- Campanella - Grants Estelle access to Heavy without having to sacrifice AP.
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
Combo Terminology Table
Symbol | Meaning |
---|---|
> | Cancel from the previous move to the following move. |
, | Link from the previous move to the following move. |
dl./delay | Delay before using the following move. |
X(w)/whiff | Whiff the following move (do not hit). |
jc | Jump Cancel. |
d./dash | Dash air attacks. Done by pressing the dodge button while standing still |
(X) | Optional input. |
{X}*N | Repeat (sequence) N number of times. |
Solo
- AB > d.A > j.S2/j.S6 (800/1.4k damage)
- Simple BnB, and one of her only truly reliable combos. Delay j.S2 in order to catch an opponent trying to run away. For AB to connect, Estelle needs to steer to her left while attacking.
- d.[A] > j.S2 (600 damage)
- Extremely simple, SP positive confirm from a dashing Charge Attack.
With accessories
- (Heavy) (AB) > [d.A > S3, [A] > S4]*N, d.A > S3, [A] > S2 (2.2k damage minimum)
- Gravity Blade
- Pretty important loop for Estelle if she ever uses this accessory, as it greatly increases her damage output. While the opponent can still iframe or block mid-way through, they won't be able to escape the string most of the time.
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. Offer the same reward as her regular combos, while being much easier to pull off than said 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)