Ys vs. Sora no Kiseki: Alternative Saga/Estelle: Difference between revisions

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| align="center" colspan="2" |[[File:YvK_Estelle_Profile.png|center|frameless]]
| align="center" colspan="2" |[[File:YvK_Estelle_Profile.png|center|frameless]]
|-
|-
| '''Playstyle''' || Poking
| '''Playstyle''' || Poking<br>Whiff Punish
|-
|-
| '''Preferred Range''' || Mid
| '''Preferred Range''' || Mid
Line 18: Line 18:
| '''Tankiness Rating''' || Average (1.07%)
| '''Tankiness Rating''' || Average (1.07%)
|-
|-
| '''Difficulty''' || Easy
| '''Learning Difficulty''' || Easy
|-
|-
! align="center" colspan="2" | Stats
! align="center" colspan="2" | Stats
Line 44: Line 44:


== Introduction ==
== 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 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 at most), 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. Estelle also has the most versatile '''Charge Attack''' in the game. On top of being a very good poke in its own right, it also works wonders during combos, either as a starter or for extending them. This makes her great at whiff punishing, especially if her '''EXTRA Skill''' is ready. This excellent neutral control makes her very 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 her damage potential is decent, most of her starters won't lead to much damage without having to use lots of resources. This lack of offense-oriented Skills also makes her pressure virtually non-existent. While she does have a naturally armored pseudo-unblockable projectile in the form of Plasma Wave, it is very easy to just dodge it on reaction thanks to its awfully slow startup. As a result, Estelle finds herself having to play neutral for much longer than the average character.


Estelle is highly recommended for players who wants great control over the neutral game while still maintaining some degree of freedom.<br>
Estelle is highly recommended for players who wants great control over the neutral game while still maintaining some degree of freedom.<br>
'''Similar to:''' Charlotte (Samurai Shodown), Chun-Li (Street Fighter), Lucina (SSBU)
'''Similar to:''' Charlotte (Samurai Shodown), Chun-Li (Street Fighter 3.3), Lucina (SSBU)


{{ProConTable
{{ProConTable
|intro='''Estelle''' is a very flexible, beginner-friendly character who specializes in mid-ranged neutral.
|intro='''Estelle''' is a very flexible, beginner-friendly character who specializes in mid-ranged neutral and whiff punishes.
|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.
* '''Outstanding Pokes:''' Estelle's arsenal contains some of the best pokes in the game, allowing her to always fight back at long range.
* '''Outstanding Pokes:''' Estelle's arsenal contains some of the best pokes in the game, allowing her to always fight back at long range.
* '''Good Punishes:''' Estelle's Charge Attack allows her to easily punish an opponent's mistakes. This can especially hurt when EXTRA Skills are involved.
* '''Flexible:''' Estelle has great synergy with a lot of assists and accessories. On top of that, almost all of her Skills are worth using, making her one of the most flexible characters in the game.
* '''Flexible:''' Estelle has great synergy with a lot of assists and accessories. On top of that, almost all of her Skills are worth using, making her one of the most flexible characters in the game.


|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 melee 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.
* '''Situational Damage:''' Estelle's raw damage output is on the lower end of the spectrum. In order to catch up, she needs either an assist, a status effect or lots of SP.
* '''Bad Air Fighter:''' Estelle's air game is one of the worst in the game. As such, she is 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.
* '''Extra Hitstun:''' For some reason, hitting Estelle on her right side puts her in more hitstun than usual, making punishes potentially more damaging on her. <!-- This part is also somewhat inconsistent, as this happens in other directions for other attacks (like Loewe S1) -->
* '''Extra Hitstun:''' For some reason, hitting Estelle on her right side puts her in more hitstun than usual, making punishes potentially more damaging on her. <!-- This part is also somewhat inconsistent, as this happens in other directions for other attacks (like Loewe S1) -->
}}
}}
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|caption3=C
|caption3=C
|caption4=D
|caption4=D
|name=ABCD
|name=Ground Normal Link
|input=ABCD
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
Line 105: Line 106:
  |version=D
  |version=D
  |damage=98, 19
  |damage=98, 19
  |impact=25+6, 13
  |impact=25+6, 10
  |spCost=
  |spCost=
  |properties=
  |properties=
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''A:'''
|startup=4
|active=7
|recovery=6
|frcStart=9
|frcEnd=16
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''B:'''
|startup=3
|active=6
|recovery=12
|frcStart=10
|frcEnd=20
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''C:'''
|startup=4
|active=5
|recovery=13
|frcStart=9
|frcEnd=21
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''D:'''
|startup=6
|active=4
|inactive2=8
|recovery=7
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''D:'''
|startup=6
|active=0
|inactive2=4
|active3=8
|recovery=7
}}
<hr>
Estelle's grounded normals have good horizontal range and are basically impossible to punish if block cancelled. This makes them excellent pokes, although they don't combo into each other. However, she can force A and B to combo by steering to her left after inputting A. While this may seem useless, both attacks are dash cancellable, making it fairly good/important in combos. A and B also works as quick anti-airs if needed.
Estelle's grounded normals have good horizontal range and are basically impossible to punish if block cancelled. This makes them excellent pokes, although they don't combo into each other. However, she can force A and B to combo by steering to her left after inputting A. While this may seem useless, both attacks are dash cancellable, making it fairly good/important in combos. A and B also works as quick anti-airs if needed.
* '''B''' will only start hitting opponents in front of Estelle starting frame 4
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
|version=Ground
|subtitle=[A]
  |damage=117
  |damage=117
  |impact=7
  |impact=7
|spCost=
|properties=Soft Armor
}}
{{AttackData-YvK
|header=no
|version=Air
|subtitle=j.[A]
|damage=117
|impact=8
|spCost=
|properties=Soft Armor
}}
{{AttackData-YvK
|header=no
|version=Dash
|subtitle=d.[A]
|damage=117
|impact=6
  |spCost=
  |spCost=
  |properties=Soft Armor
  |properties=Soft Armor
  |description=
  |description=
Estelle's best meterless poke, especially from a homing dash. Doesn't grant that much SP compared to other Charge Attacks, but very easy to land in neutral.
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Ground:'''
|startup=7
|active=6
|recovery=3
|specialRecovery=9
|frcStart=16
|frcEnd=24
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=8
|active=6
|recovery=5
|specialRecovery=5
|frcStart=13
|frcEnd=23
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Dash:'''
|startup=6
|active=4
|recovery=6
|frcStart=11
|frcEnd=15
}}
<hr>
Estelle's best tool. While it doesn't grant that much SP on hit, it compensates by being easy to land in neutral. It's also a great combo starter when performed while dashing, as it easily combos into j.B. On top of that, Estelle can fairly easily insert it into combos, in order to make them more SP efficient. Abuse this move, it's great.
* Gives 23 SP on contact
* Gives 23 SP on contact
  }}
  }}
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|image=YvK_Estelle_jA.png
|image=YvK_Estelle_jA.png
|caption=Situationally great combo tool
|caption=Situationally great combo tool
|name=j.A
|name=Air Attack
|input=j.A
|data=
|data=
   {{AttackData-YvK
   {{AttackData-YvK
  |damage=98
  |damage=98
  |impact=3
  |impact=1
  |spCost=
  |spCost=
  |properties=
  |properties=
  |description=
  |description=
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 Estelle doesn't have the means to capitalize from this. The main issue with this move is its low hitstun, allowing opponents to air tech and escape very quickly. As such, she either needs to delay her followups or empty her resources.
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=1
|active=8
|recovery=13
|frcStart=17
|frcEnd=21
}}
<hr>
A very unique air normal, which you would usually find on ranged characters. Its incredible speed (only 1 frame of startup!) makes it a surprisingly good burst option at longer range, although Estelle doesn't have the means to capitalize on it. This is due to its high vertical knockback and low hitstun. As such, comboing afterwards is only possible if Estelle spends a lot of resources.


Dashing j.A will put Estelle into a grounded state if cancelled early enough. This is especially important for comboing into her EXTRA Skill.
d.A will put Estelle into a grounded state if cancelled early enough. This is especially important for comboing into her EXTRA Skill.
* Reaches surprisingly far below Estelle
* Reaches surprisingly far below Estelle
  }}
  }}
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{{MoveData
{{MoveData
|image=YvK_Estelle_jB.png
|image=YvK_Estelle_jB.png
|caption=Generally great combo tool
|name=Falling Attack
|name=Falling Attack
|input=j.B
|input=j.B
Line 160: Line 259:
  |properties=
  |properties=
  |description=
  |description=
A fairly generic diving attack. Not exactly useful in neutral, but very useful for combos using Rising Attack, since it knocks down on hit.
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=6
|isProjectile=true
|recovery=9
|specialRecovery=5
}}
* Due to variable frame data, the active frames are represented by the red bar
<hr>
The best Falling Attack in the game, and an absolute godsend in Estelle's combo game. While its neutral applications are fairly limited, its most important trait is the ability to cause a "hard" knockdown, which is extremely rare in Ys vs Trails. This is especially useful for Estelle, as comboing into Skills is naturally quite hard for her. She can easily combo into it after a dashing Charge Attack of a Rising Attack.
* Frame data obtained while as low to the ground as possible
* Frame data obtained while as low to the ground as possible
  }}
  }}
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|image=YvK_Estelle_Rising.png
|image=YvK_Estelle_Rising.png
|name=Rising Attack
|name=Rising Attack
|input=Attack while dodging
|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
  |damage=98
  |damage=98
  |impact=9
  |impact=8
  |spCost=1 AP
  |spCost=1 AP
  |properties=Soft Armor 1-10
  |propertiesHard Armor 1-10
  |description=
  |description=
"Universal" Rising Attack. It's a basic launcher that has the merit of being armored all the way through. Can be jump or dash cancelled in order to combo
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=8
|active=8
|recovery=10
}}
<hr>
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.
  }}
  }}
}}
}}
Line 195: Line 309:
  |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>
|cooldown=34
  |properties=Soft Armor, Projectile
  |properties=Soft Armor, Projectile
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=10
|isProjectile=true
|recovery=13
|specialRecovery=5
|frcStart=23
|frcEnd=27
}}
<hr>
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.
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.


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|data=
|data=
  {{AttackData-YvK
  {{AttackData-YvK
|version=Ground
  |damage=270, 35
  |damage=270, 35
  |impact=9
  |impact=9
  |spCost=<abbr title="Base, Skill Earrings I to IV">10 / 9 / 9 / 8 / 8</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">10 / 9 / 9 / 8 / 8</abbr>
|cooldown=35
|properties=Soft Armor, Projectile
|description=
}}
{{AttackData-YvK
|header=no
|version=Air
|damage=270x2
|impact=10
|spCost=<abbr title="Base, Skill Earrings I to IV">10 / 9 / 9 / 8 / 8</abbr>
|cooldown=35
  |properties=Soft Armor, Projectile
  |properties=Soft Armor, Projectile
  |description=
  |description=
The ultimate poke. On top of being fairly cheap, it's almost impossible to contest in neutral due to its fast startup and projectile properties. It also works as a launcher at close range. While Estelle can't properly combo out of it, she still gets to tech trap them with her Charge Attack for some additional damage. Overall amazing move, as well as a must-have in Estelle's arsenal.
{{#invoke:FrameChart-PKMNCC|drawFrameData
* Damage is doubled if done in the air
|title='''Ground:'''
|startup=9
|active=9
|recovery=6
|specialRecovery=4
|frcStart=23
|frcEnd=27
}}
{{#invoke:FrameChart-PKMNCC|drawFrameData
|title='''Air:'''
|startup=10
|active=8
|recovery=7
}}
<hr>
The ultimate poke. On top of being fairly cheap, it's almost impossible to contest in neutral due to its fast startup and projectile properties. It also works really well as a cheap combo ender, especially the air version since it does twice as much damage as the grounded version. That said, the ground version allows Estelle to tech trap with her Charge Attack for additional damage. Overall amazing move, as well as a must-have in Estelle's arsenal.
  }}
  }}
}}
}}
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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>
|cooldown=53
  |properties=Hard Armor 1-4, Soft Armor, Draw-In
  |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. It also makes for a good combo filler on Heavied opponents.
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=14
|active=1
|inactive2=7
|active3=1
|inactive4=7
|active5=1
|inactive6=1
|active7=1
|recovery=10
|specialRecovery=2
|frcStart=42
|frcEnd=44
}}
<hr>
A wide, lingering launcher that draws opponents in. Great combo filler for Estelle, as she can easily combo into it from j.B. The last hit is jump cancellable, allowing her to squeeze out a bit more damage out of it.
* Estelle can move while Hurricane is active
* Estelle can move while Hurricane is active
  }}
  }}
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{{MoveData
{{MoveData
|image=YvK_Estelle_S4.png
|image=YvK_Estelle_S4.png
|name=Fire Bolt EX
|name=[[File:YvK_Burn.png|25px]] Fire Bolt EX
|input=S4
|input=S4
|data=
|data=
Line 245: Line 412:
  |spCost=<abbr title="Base, Skill Earrings I to IV">25 / 23 / 22 / 20 / 19</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">25 / 23 / 22 / 20 / 19</abbr>
  |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing
  |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing
|cooldown=38
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=15
|isProjectile=true
|active=1
|inactive2=1
|active3=1
|inactive4=2
|active5=1
|inactive6=2
|active7=1
|recovery=10
|frcStart=26
|frcEnd=33
}}
<hr>
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 due to its low recovery, although Estelle needs to either use an assist or proc Heavy for this to be effective.
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 due to its low recovery, although Estelle needs to either use an assist or proc Heavy for this to be effective.
* Can inflict Burn on hit
* Can inflict Burn on hit
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|image=YvK_Estelle_S5.png
|image=YvK_Estelle_S5.png
|caption="We have unblockables at home"
|caption="We have unblockables at home"
|name=Plasma Wave
|name=[[File:YvK_Paralysis.png|25px]] Plasma Wave
|input=S5
|input=S5
|data=
|data=
Line 262: Line 445:
  |impact=8+20
  |impact=8+20
  |spCost=<abbr title="Base, Skill Earrings I to IV">45 / 41 / 39 / 36 / 34</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">45 / 41 / 39 / 36 / 34</abbr>
|cooldown=55
  |properties=Hard Armor, Projectile
  |properties=Hard Armor, Projectile
  |description=
  |description=
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=20
|isProjectile=true
|recovery=22
|frcStart=37
|frcEnd=41
}}
<hr>
Pretty gimmicky projectile. While it seems unassuming at first glance, this projectile's main appeal is that it does enough stamina damage to stun most characters in one hit. This trait can make it useful as an expensive callout against opponents who spams block cancels. If they block it, Estelle gets to deal good damage. However, she can't really follow up on hit, making it less rewarding in that situation. On top of that, the opponent can easily be dodged on reaction due to its long startup, slow trawel speed and thin hitbox. Overall a pretty niche tool in Estelle's kit, but not entirely worthless.
Pretty gimmicky projectile. While it seems unassuming at first glance, this projectile's main appeal is that it does enough stamina damage to stun most characters in one hit. This trait can make it useful as an expensive callout against opponents who spams block cancels. If they block it, Estelle gets to deal good damage. However, she can't really follow up on hit, making it less rewarding in that situation. On top of that, the opponent can easily be dodged on reaction due to its long startup, slow trawel speed and thin hitbox. Overall a pretty niche tool in Estelle's kit, but not entirely worthless.
* Adol, Dogi, Cruxie, Agate, Loewe and Lloyd will be able to block Plasma Wave without being stunned
* Adol, Dogi, Cruxie, Agate, Loewe and Lloyd will be able to block Plasma Wave without being stunned
* Has a chance of causing on hit
* Has a chance of causing Paralysis on hit
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
  }}
  }}
Line 280: Line 472:
  |impact=8+3
  |impact=8+3
  |spCost=<abbr title="Base, Skill Earrings I to IV">50 / 45 / 43 / 40 / 38</abbr>
  |spCost=<abbr title="Base, Skill Earrings I to IV">50 / 45 / 43 / 40 / 38</abbr>
|cooldown=101
  |properties=Hard Armor 1-90, Drain
  |properties=Hard Armor 1-90, Drain
  |description=
  |description=
Estelle's combo finisher of choice. Can also be used as a reversal thanks to its speed and armor properties
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=3
|active=30
|inactive2=7
|active3=7
|inactive4=1
|active5=8
|inactive6=14
|active7=11
|recovery=10
}}
<hr>
Estelle's most damaging combo ender. Can also be used as a reversal thanks to its speed and armor properties
* The final hit heals Estelle 10% of it's damage
* The final hit heals Estelle 10% of it's damage
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Line 303: Line 508:
  |properties=Invincible
  |properties=Invincible
  |description=
  |description=
One of the best EXTRA Skills in the game. While making it connect can be a bit funky, it puts the opponent right next to Estelle, giving her enough time to either land a Charge Attack or call an assist. It pairs exceptionally well with Feena, as it allows Estelle to loop Wheel of Time into itself for some devastating damage. Just keep in mind that it won't properly connect on Heavied opponents.
{{#invoke:FrameChart-PKMNCC|drawFrameData
|startup=9
|active=1
|inactive2=7
|active3=1
|inactive4=2
|active5=1
|inactive6=26
|active7=1
|inactive8=39
|active9=103
|recovery=23
}}
<hr>
Outstanding EXTRA Skill. While making it connect can be a bit funky, it puts the opponent right next to Estelle, giving her enough time to either land a Charge Attack or call an assist. It pairs exceptionally well with Feena, as it allows Estelle to loop Wheel of Time into itself for some devastating damage. Just keep in mind that it won't properly connect on Heavied opponents.
* Estelle can freely move during the first part of the move. Once she hits the ground, she becomes unable to move
* Estelle can freely move during the first part of the move. Once she hits the ground, she becomes unable to move
* Causes a hard knockdown
* 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
  }}
  }}
Line 313: Line 533:
'''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. It also severely nerfs her EXTRA Skill, so it's only suited for Estelle players who wants consistency over burst damage.
* '''EX Medallion''' - QoL accessory that really helps Estelle during EX combos
* '''EX Medallion''' - Makes EX combos doable at all ranges.
* '''Void Stance''' - Simple damage buff to her Charge Attack. Especially good for her given how often she finds herself using it
* '''Void Stance''' - Simple damage buff to her Charge Attack. Especially good for her given how often she finds herself using it


=== Recommended Skills ===
=== Recommended Skills ===
* '''Hard Break''' - One of the best pokes in the game, which just so happens to be Estelle's specialty
* '''Hard Break''' - Estelle's most versatile move, as well as one of the best pokes in the game
* '''Barrage''' - Estelle's best combo ender, although quite expensive
* '''Barrage''' - Estelle's best combo ender, although quite expensive
* '''Hurricane''' - Great combo extender after j.B
* '''Comet''' - Good, quick projectile that makes for yet another great poke in Estelle's arsenal. Interchangeable with Fire Bolt EX
* '''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
* '''Fire Bolt EX''' - Slow, damaging homing projectiles that greatly helps Estelle when out of poking range. Interchangeable with Comet


=== Recommended Support ===
=== Recommended Support ===
* '''Mustafa''' - Can't really go wrong with more damage on a punish-focused character.
* '''Anelace''' - Makes all of Estelle's pokes impossible to contest for 40 seconds.
* '''Anelace''' - Makes all of Estelle's pokes impossible to contest for 40 seconds.
* '''Scherazard''' - Allows Estelle to be much more agressive, due to making her pokes faster and opening up more damaging combo routes.
* '''Feena & Reah''' - Guarantees Estelle's next punish will be devastating.
* '''Feena & Reah''' - Allows Estelle to loop her EX into itself for excellent damage.


'''Honorable Mentions:'''
'''Honorable Mentions:'''
* '''Mustafa''' - Makes Estelle's damage output on par with (if not better than) the rest of the cast.
* '''Olha''' - Offers slightly more damage than Mustafa, but combos become harder to pull off due to the extra knockback.
* '''Olha''' - Same as Mustafa, but the extra knockback can make her combos a bit harder to pull off.
* '''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.




== General Strategy ==
== General Strategy ==
=== Neutral ===
=== Neutral ===
* Explain how Estelle is played in neutral at a fundamental level
* Explain how Estelle approaches neutral, ideally at close, mid and long range


=== Pressure ===
=== Offense ===
* Explain how Estelle's pressure works fundamentally
* Explain how Estelle's offense works


=== Defense ===
=== Defense ===
* List what Estelle's unique defensive options are (outside of system mechanics). This can be either a reversal or a stupidly fast attack
* Explain how Estelle can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot


=== General Counterplay ===
=== General Counterplay ===
Line 380: Line 598:
* '''d.[A] > j.S2''' (600 damage)
* '''d.[A] > j.S2''' (600 damage)
:Extremely simple, SP positive confirm from a dashing Charge Attack.
:Extremely simple, SP positive confirm from a dashing Charge Attack.
* '''d.[A] > j.B > S3 jc > j.[A] > j.S2''' (1.4k damage)
:More advanced combo that trades SP efficiency for doubled damage. Also doable from a standing j.[A]


* '''AB > d.A > EX, [A] > S6''' (~3.3k damage)
* '''AB > d.A > EX, [A] > S6''' (~3.3k damage)
:Sample EX combo. Make sure to stay as close to the opponent as possible during her EX, otherwise they might escape. Extremely tight/impossible at max range without EX Medallion.
:Sample EX combo. Make sure to stay as close to the opponent as possible during her EX, otherwise they might escape. Extremely tight/impossible at max range without EX Medallion.
* '''AB > d.A > EX, j.[A] > j.B > S3 jc > j.[A] > j.S2''' (~3.4k damage)
:More optimal EX combo. j.[A] should be done as low to the ground as possible.
* '''d.[A] > j.B > S3 > EX, [A] > S6''' (3.7k damage)
:EX combo that starts with a Charge Attack. Same optimizations as the previous route are possible


=== With accessories ===
=== With accessories ===
* '''''(Heavy)'' (AB) > [d.A > S3, [A] > S4]*N, d.A > S3, [A] > S2''' (2.2k damage minimum)
* '''RA jc > delay j.B > j.S2, (d.[A])''' (700 damage)
:''Gravity Blade''
:''Airborne Medallion''
: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.
:"Simple", SP efficient combo using Rising Attack. Estelle has a ~3 frame window to connect with j.B


* '''RA jc > delay j.B > j.S2, (d.[A])''' (700 damage)
* '''RA jc > delay j.B > S3 jc > j.[A] > j.S2''' (1.4k damage)
:''Airborne Medallion''
:''Airborne Medallion''
:Basic combo using Rising Attack. The timing for j.B is fairly strict.
:More advanced/damaging route that uses a bit more SP.


* '''RA jc > delay j.B wc > d.A > EX, [A] > S6''' (~3.3k damage)
* '''RA jc > delay j.B wc > d.A > EX, [A] > S6''' (~3.3k damage)
:''Airborne Medallion''
:EX combo from a Rising Attack.
:EX combo from a Rising Attack.
* '''[j.[A] > j.B > S3 > EX]*2, j.[A] > j.B > S3 jc > j.[A] > j.S6''' (~6.8k damage)
:''Gemstone''
:Double EX combo.


=== With assists ===
=== With assists ===
Line 409: Line 641:
:Sample Elena combo. Hard Break does more damage but makes the combo much tighter
:Sample Elena combo. Hard Break does more damage but makes the combo much tighter


* '''AB > d.A > EX, Assist, d.A > EX, [A] > S6''' (~5k damage)
* '''AB > d.A > EX, Assist, d.A > EX, j.[A] > j.B > S3 jc > j.[A] > j.S6''' (~5.8k damage)
:''Feena & Reah''
:''Feena & Reah''
:Sample Feena combo. Can deal more damage with EX Tome and other accessories.
:Sample Feena combo. Can deal more damage with EX Tome and other accessories.


=== With accessories and assists ===
=== With accessories and assists ===
* '''AB > [d.A > EX, Assist]*2, d.A > EX, [A] > S6''' (~7.1k damage)
* '''d.[A] > j.B > S3 > [EX, Assist, j.A]*2 > EX, [A] > j.[A] > j.B > S3 jc > j.[A] > j.S6''' (~8.3k damage)
:''Feena & Reah, Support Tome''
:''Feena & Reah, Support Tome''
:Triple EX combo, which does obscene damage. Generates enough SP for Estelle to always finish with Barrage while still being SP positive.
:Max damage punish, which does enough damage to ToD Aisha, Mishera and Tita. Generates enough SP for Estelle to always finish with Barrage while still being SP positive.





Latest revision as of 03:05, 29 January 2024

A young member of the Bracer Guild who fought to save the Liberl
kingdom when it was thrown into chaos during the Liber Ark incident.
While she canbe reckless and shortsighted, the conflicts she has
overcome have helped her become a trustworthy, capable young woman.


Estelle
YvK Estelle Profile.png
Playstyle Poking
Whiff Punish
Preferred Range Mid
Tankiness Rating Average (1.07%)
Learning 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 at most), 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. Estelle also has the most versatile Charge Attack in the game. On top of being a very good poke in its own right, it also works wonders during combos, either as a starter or for extending them. This makes her great at whiff punishing, especially if her EXTRA Skill is ready. This excellent neutral control makes her very 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 her damage potential is decent, most of her starters won't lead to much damage without having to use lots of resources. This lack of offense-oriented Skills also makes her pressure virtually non-existent. While she does have a naturally armored pseudo-unblockable projectile in the form of Plasma Wave, it is very easy to just dodge it on reaction thanks to its awfully slow startup. As a result, Estelle finds herself having to play neutral for much longer than the average character.

Estelle is highly recommended for players who wants great control over the neutral game while still maintaining some degree of freedom.
Similar to: Charlotte (Samurai Shodown), Chun-Li (Street Fighter 3.3), Lucina (SSBU)


Playstyle
Estelle is a very flexible, beginner-friendly character who specializes in mid-ranged neutral and whiff punishes.
Strengths Weaknesses
  • Great Neutral: Estelle has access to a plethora of long-range pokes and projectiles that lets her dictate the pace of neutral.
  • Outstanding Pokes: Estelle's arsenal contains some of the best pokes in the game, allowing her to always fight back at long range.
  • Good Punishes: Estelle's Charge Attack allows her to easily punish an opponent's mistakes. This can especially hurt when EXTRA Skills are involved.
  • Flexible: Estelle has great synergy with a lot of assists and accessories. On top of that, almost all of her Skills are worth using, making her one of the most flexible characters in the game.
  • 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.
  • Bad Air Fighter: Estelle's air game is one of the worst in the game. As such, she is forced to stay grounded most of the time.
  • Extra Hitstun: For some reason, hitting Estelle on her right side puts her in more hitstun than usual, making punishes potentially more damaging on her.

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

Ground Normal Link
ABCD
YvK Estelle A.png
A
A
YvK Estelle B.png
B
B
YvK Estelle C.png
C
C
YvK Estelle D.png
D
D
Version Damage Impact SP Cost Cooldown Properties
A 98 4 - - -
B 98 8+4 - - -
C 98 17+4 - - -
D 98, 19 25+6, 10 - - -
A:
Total: 16
B:
Total: 20
C:
Total: 21
D:
Total: 24
D:
Total: 24

Estelle's grounded normals have good horizontal range and are basically impossible to punish if block cancelled. This makes them excellent pokes, although they don't combo into each other. However, she can force A and B to combo by steering to her left after inputting A. While this may seem useless, both attacks are dash cancellable, making it fairly good/important in combos. A and B also works as quick anti-airs if needed.

  • B will only start hitting opponents in front of Estelle starting frame 4


Charge Attack
[A]
YvK Estelle Charge.png
Version Damage Impact SP Cost Cooldown Properties
Ground
[A]
117 7 - - Soft Armor
Air
j.[A]
117 8 - - Soft Armor
Dash
d.[A]
117 6 - - Soft Armor
Ground:
Total: 24
Air:
Total: 23
Dash:
Total: 15

Estelle's best tool. While it doesn't grant that much SP on hit, it compensates by being easy to land in neutral. It's also a great combo starter when performed while dashing, as it easily combos into j.B. On top of that, Estelle can fairly easily insert it into combos, in order to make them more SP efficient. Abuse this move, it's great.

  • Gives 23 SP on contact


Air Attack
j.A
YvK Estelle jA.png
Situationally great combo tool
Situationally great combo tool
Damage Impact SP Cost Cooldown Properties
98 1 - - -
Total: 21

A very unique air normal, which you would usually find on ranged characters. Its incredible speed (only 1 frame of startup!) makes it a surprisingly good burst option at longer range, although Estelle doesn't have the means to capitalize on it. This is due to its high vertical knockback and low hitstun. As such, comboing afterwards is only possible if Estelle spends a lot of resources.

d.A will put Estelle into a grounded state if cancelled early enough. This is especially important for comboing into her EXTRA Skill.

  • Reaches surprisingly far below Estelle
Falling Attack
j.B
YvK Estelle jB.png
Generally great combo tool
Generally great combo tool
Damage Impact SP Cost Cooldown Properties
98 6 - - -
Total: 19
  • Due to variable frame data, the active frames are represented by the red bar

The best Falling Attack in the game, and an absolute godsend in Estelle's combo game. While its neutral applications are fairly limited, its most important trait is the ability to cause a "hard" knockdown, which is extremely rare in Ys vs Trails. This is especially useful for Estelle, as comboing into Skills is naturally quite hard for her. She can easily combo into it after a dashing Charge Attack of a Rising Attack.

  • Frame data obtained while as low to the ground as possible


Rising Attack
Attack while dodging
YvK Estelle Rising.png
Damage Impact SP Cost Cooldown Properties
98 8 1 AP - -
Total: 25

"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.


Skills

Comet
S1
YvK Estelle S1 Ground.png
Ground version
Ground version
YvK Estelle S1 Air.png
Air version
Air version
Damage Impact SP Cost Cooldown Properties
240, 15x3 10 12 / 11 / 11 / 10 / 9 34 Soft Armor, Projectile
Total: 27

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.

Hard Break
S2
YvK Estelle S2.png
Version Damage Impact SP Cost Cooldown Properties
Ground 270, 35 9 10 / 9 / 9 / 8 / 8 35 Soft Armor, Projectile
Air 270x2 10 10 / 9 / 9 / 8 / 8 35 Soft Armor, Projectile
Ground:
Total: 27
Air:
Total: 24

The ultimate poke. On top of being fairly cheap, it's almost impossible to contest in neutral due to its fast startup and projectile properties. It also works really well as a cheap combo ender, especially the air version since it does twice as much damage as the grounded version. That said, the ground version allows Estelle to tech trap with her Charge Attack for additional damage. Overall amazing move, as well as a must-have in Estelle's arsenal.

Hurricane
S3
YvK Estelle S3.png
Damage Impact SP Cost Cooldown Properties
180x3, 80 14 20 / 18 / 17 / 16 / 15 53 Hard Armor 1-4, Soft Armor, Draw-In
Total: 44

A wide, lingering launcher that draws opponents in. Great combo filler for Estelle, as she can easily combo into it from j.B. The last hit is jump cancellable, allowing her to squeeze out a bit more damage out of it.

  • Estelle can move while Hurricane is active
YvK Burn.png Fire Bolt EX
S4
YvK Estelle S4.png
Damage Impact SP Cost Cooldown Properties
122x4 15 25 / 23 / 22 / 20 / 19 38 Hard Armor 1-4, Soft Armor
Projectile, Homing
Total: 33

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 due to its low recovery, although Estelle needs to either use an assist or proc Heavy for this to be effective.

  • Can inflict Burn on hit
  • Frame data assumes point blank
YvK Paralysis.png Plasma Wave
S5
YvK Estelle S5.png
"We have unblockables at home"
"We have unblockables at home"
Damage Impact SP Cost Cooldown Properties
1026 8+20 45 / 41 / 39 / 36 / 34 55 Hard Armor, Projectile
Total: 41

Pretty gimmicky projectile. While it seems unassuming at first glance, this projectile's main appeal is that it does enough stamina damage to stun most characters in one hit. This trait can make it useful as an expensive callout against opponents who spams block cancels. If they block it, Estelle gets to deal good damage. However, she can't really follow up on hit, making it less rewarding in that situation. On top of that, the opponent can easily be dodged on reaction due to its long startup, slow trawel speed and thin hitbox. Overall a pretty niche tool in Estelle's kit, but not entirely worthless.

  • Adol, Dogi, Cruxie, Agate, Loewe and Lloyd will be able to block Plasma Wave without being stunned
  • Has a chance of causing Paralysis on hit
  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Barrage
S6
YvK Estelle S6.png
Damage Impact SP Cost Cooldown Properties
70x5, 110x4, 210x2 8+3 50 / 45 / 43 / 40 / 38 101 Hard Armor 1-90, Drain
Total: 90

Estelle's most damaging combo ender. Can also be used as a reversal thanks to its speed and armor properties

  • The final hit heals Estelle 10% of it's damage
  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze


Wheel of Time
EXTRA Skill
YvK Estelle EXTRA 1.png
Initial hit
Initial hit
YvK Estelle EXTRA 2.png
Followup
Followup
Damage Impact SP Cost Cooldown Properties
100, 115, 19x84~90 9 (Catch), 20 (Launcher) 100 EXTRA - Invincible
Total: 212

Outstanding EXTRA Skill. While making it connect can be a bit funky, it puts the opponent right next to Estelle, giving her enough time to either land a Charge Attack or call an assist. It pairs exceptionally well with Feena, as it allows Estelle to loop Wheel of Time into itself for some devastating damage. Just keep in mind that it won't properly connect on Heavied opponents.

  • Estelle can freely move during the first part of the move. Once she hits the ground, she becomes unable to move
  • Causes a hard knockdown
  • The opponent can still cast Skills or use their assist during the freeze


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

  • EX Medallion - QoL accessory that really helps Estelle during EX combos
  • Void Stance - Simple damage buff to her Charge Attack. Especially good for her given how often she finds herself using it

Recommended Skills

  • Hard Break - Estelle's most versatile move, as well as one of the best pokes in the game
  • Barrage - Estelle's best combo ender, although quite expensive
  • Hurricane - Great combo extender after j.B
  • 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 - Can't really go wrong with more damage on a punish-focused character.
  • Anelace - Makes all of Estelle's pokes impossible to contest for 40 seconds.
  • Feena & Reah - Guarantees Estelle's next punish will be devastating.

Honorable Mentions:

  • Olha - Offers slightly more damage than Mustafa, but combos become harder to pull off due to the extra knockback.
  • Jurio & Chris - Makes Estelle's pokes and projectiles much scarier in neutral.


General Strategy

Neutral

  • Explain how Estelle approaches neutral, ideally at close, mid and long range

Offense

  • Explain how Estelle's offense works

Defense

  • Explain how Estelle can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot

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.
wc Walk 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.S6 (1.4k damage)
Simple BnB, and one of her only truly reliable combos. 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.
  • d.[A] > j.B > S3 jc > j.[A] > j.S2 (1.4k damage)
More advanced combo that trades SP efficiency for doubled damage. Also doable from a standing j.[A]
  • AB > d.A > EX, [A] > S6 (~3.3k damage)
Sample EX combo. Make sure to stay as close to the opponent as possible during her EX, otherwise they might escape. Extremely tight/impossible at max range without EX Medallion.
  • AB > d.A > EX, j.[A] > j.B > S3 jc > j.[A] > j.S2 (~3.4k damage)
More optimal EX combo. j.[A] should be done as low to the ground as possible.
  • d.[A] > j.B > S3 > EX, [A] > S6 (3.7k damage)
EX combo that starts with a Charge Attack. Same optimizations as the previous route are possible

With accessories

  • RA jc > delay j.B > j.S2, (d.[A]) (700 damage)
Airborne Medallion
"Simple", SP efficient combo using Rising Attack. Estelle has a ~3 frame window to connect with j.B
  • RA jc > delay j.B > S3 jc > j.[A] > j.S2 (1.4k damage)
Airborne Medallion
More advanced/damaging route that uses a bit more SP.
  • RA jc > delay j.B wc > d.A > EX, [A] > S6 (~3.3k damage)
Airborne Medallion
EX combo from a Rising Attack.
  • [j.[A] > j.B > S3 > EX]*2, j.[A] > j.B > S3 jc > j.[A] > j.S6 (~6.8k damage)
Gemstone
Double EX combo.

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.
  • AB > d.A > EX, Assist, [A] > S3 jc > j.[A] > S4, j.[A] > (j.S2) > j.S6 (~4.3k damage)
Elena
Sample Elena combo. Hard Break does more damage but makes the combo much tighter
  • AB > d.A > EX, Assist, d.A > EX, j.[A] > j.B > S3 jc > j.[A] > j.S6 (~5.8k damage)
Feena & Reah
Sample Feena combo. Can deal more damage with EX Tome and other accessories.

With accessories and assists

  • d.[A] > j.B > S3 > [EX, Assist, j.A]*2 > EX, [A] > j.[A] > j.B > S3 jc > j.[A] > j.S6 (~8.3k damage)
Feena & Reah, Support Tome
Max damage punish, which does enough damage to ToD Aisha, Mishera and Tita. Generates enough SP for Estelle to always finish with Barrage while still being SP positive.


Colors

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Reference (if there's one)
Color 4 Reference (if there's one)


Navigation

General
Controls
FAQ
Builds
HUD
System
Stages
Netplay
Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
Loewe
Lloyd