Ys vs. Sora no Kiseki: Alternative Saga/Aisha: Difference between revisions
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(Created page with "{{QuotationBox | margin = left | fontsize=0.8 | A princess from the Kingdom of Altago, which is on the northern<br/> coast of Afroca. Although she is prideful and stubborn, she is also<br/> a gentle soul at heart and is working tirelessly to restore her<br/> kingdom to its former glory after the Winds of Destruction wreaked<br/> havoc upon the land. }} {| class="wikitable" style="float:right; margin-left: 10px;" |- ! align="center" colspan="2" | Aisha |- | align="center...") |
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{{QuotationBox | margin = left | fontsize=0.8 | | {{QuotationBox | margin = left | fontsize=0.8 | | ||
A princess from the Kingdom of Altago, which is on the northern<br/> | A princess from the Kingdom of Altago, which is on the northern coast<br/> | ||
of Afroca. Although she is prideful and stubborn, she is also a gentle<br/> | |||
soul at heart and is working tirelessly to restore her kingdom to its<br/> | |||
former glory after the Winds of Destruction wreaked havoc upon the<br/> | |||
land. | |||
}} | }} | ||
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| align="center" colspan="2" |[[File:YvK_Aisha_Profile.png|center|frameless]] | | align="center" colspan="2" |[[File:YvK_Aisha_Profile.png|center|frameless]] | ||
|- | |- | ||
| ''' | | '''Playstyle''' || Zoning<br>Hit-and-Run | ||
|- | |- | ||
| '''Difficulty''' || | | '''Preferred Range''' || Mid<br>Long | ||
|- | |||
| '''Tankiness Rating''' || Very low (1.63%) | |||
|- | |||
| '''Learning Difficulty''' || Hard | |||
|- | |- | ||
! align="center" colspan="2" | Stats | ! align="center" colspan="2" | Stats | ||
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{{TOClimit|3}} | {{TOClimit|3}} | ||
== Introduction == | == Introduction == | ||
* Placeholder | * Placeholder<br> | ||
'''Similar to:''' | |||
{{ProConTable | {{ProConTable | ||
|intro= | |intro= '''Aisha''' is an extremely evasive zoner who has an easy time getting away from her opponents. Unlike other zoners, she can actually defend herself at close range quite well. | ||
|pros= | |pros= | ||
* | * '''Unmatched Evasion:''' A lot of Aisha's Skills moves her around, allowing her to remain out of her opponent's range while shooting projectiles. On top of that, she has great movement stats. | ||
* '''Great Chipping Potential:''' Aisha has access to great, cheap chipping projectiles in her arsenal, allowing her to rack up damage over time at a safe distance. | |||
* '''Can Actually Brawl:''' Aisha's lightning fast j.A allows her to defend herself at close range, in case the opponent does get in. | |||
* '''Very SP Efficient:''' Aisha has a very easy time managing SP, thanks to her high SP gain and some of the cheapest Skills in the game. | |||
* '''Immunity to Flash Guard:''' Thanks to her projectile-only moveset, Aisha is immune to Flash Guard punishes. | |||
|cons= | |cons= | ||
* | * '''No Damage:''' Aisha has the lowest damage output in the entire game, due to having the most limited combo potential. | ||
* '''Low Stats:''' Aisha has the worst defensive stats in the game, making mistakes particularly brutal for 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)'' | ''All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)'' | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Aisha_A.png | |image=YvK_Aisha_A.png | ||
|name=A | |name=Ground Attack | ||
|input=A | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
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|properties=Projectile | |properties=Projectile | ||
|description= | |description= | ||
Aisha's basic projectile. | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|title='''Standing:''' | |||
|startup=3 | |||
|isProjectile=true | |||
|recovery=4 | |||
|specialRecovery=2 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Moving:''' | |||
|startup=3 | |||
|isProjectile=true | |||
|recovery=17 | |||
|frcStart=9 | |||
|frcEnd=19 | |||
}} | |||
<hr> | |||
Aisha's basic projectile, and the shortest among all ranged characters. To compensate, each projectile will be shot where the opponent was standing. This aim assist is extremely generous, only requiring Aisha to have her opponent is her general direction. Unfortunately, these projectiles have very low hitstun, meaning Aisha shouldn't rely on these. | |||
* Frame data assumes point blank. This applies to all projectile attacks in this page | * Frame data assumes point blank. This applies to all projectile attacks in this page | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|version=Ground | |||
|subtitle=[A] | |||
|damage=85 | |damage=85 | ||
|impact=9 | |impact=9 | ||
|spCost= | |spCost= | ||
|properties=Soft Armor | |properties=Soft Armor, Projectile | ||
|description= | |||
}} | |||
{{AttackData-YvK | |||
|header=no | |||
|version=Air | |||
|subtitle=d.[A] | |||
|damage=85 | |||
|impact=8 | |||
|spCost= | |||
|properties=Soft Armor, Projectile | |||
}} | |||
{{AttackData-YvK | |||
|header=no | |||
|version=Dash | |||
|subtitle=d.[A] | |||
|damage=85 | |||
|impact=6 | |||
|spCost= | |||
|properties=Soft Armor, Projectile | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=9 | |||
|isProjectile=true | |||
|recovery=5 | |||
|specialRecovery=11 | |||
|frcStart=16 | |||
|frcEnd=24 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=8 | |||
|isProjectile=true | |||
|recovery=10 | |||
|specialRecovery=3 | |||
|frcStart=12 | |||
|frcEnd=20 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Dash:''' | |||
|startup=6 | |||
|isProjectile=true | |||
|recovery=10 | |||
|frcStart=9 | |||
|frcEnd=12 | |||
}} | |||
<hr> | |||
An excellent way to regain SP while on the move. In order to get the most out of her Charge Attack, cancelling a dodge into it will allow her to use the air version (which has better frame data) without being forced to stand still for a moment. | |||
* Gives 27 SP on contact | * Gives 27 SP on contact | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Aisha_jA.png | |image=YvK_Aisha_jA.png | ||
|caption= | |caption=2f chargeless Flash Kick, welcome to Ys vs Kiseki | ||
|name=j.A | |name=Air Attack | ||
|input=j.A | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
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|properties= | |properties= | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=8 | |||
|recovery=7 | |||
|frcStart=12 | |||
|frcEnd=16 | |||
}} | |||
<hr> | |||
Great defensive anti-air, which can be comboed into other moves for additional damage. Unlike every other air attack, this can only be done immediately after jumping. | |||
* Doesn't move Aisha backwards when performed during a homing dash | * Doesn't move Aisha backwards when performed during a homing dash | ||
* Will hit twice when performed during a homing dash | |||
}} | }} | ||
}} | }} | ||
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|properties=Projectile | |properties=Projectile | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=3 | |||
|isProjectile=true | |||
|recovery=12 | |||
|frcStart=10 | |||
|frcEnd=14 | |||
}} | |||
<hr> | |||
Air version of Aisha's A. Projectile travels downwards at an angle. | Air version of Aisha's A. Projectile travels downwards at an angle. | ||
* Stops | * Stops Aisha's vertical momentum, letting her stall in the air | ||
}} | }} | ||
}} | }} | ||
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|image=YvK_Aisha_Rising.png | |image=YvK_Aisha_Rising.png | ||
|name=Rising Attack | |name=Rising Attack | ||
|input=Attack while dodging | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage=85 | |damage=85 | ||
|impact= | |impact=8 | ||
|spCost=1 AP | |spCost=1 AP | ||
|properties=Hard Armor 1-10 | |properties=Hard Armor 1-10 | ||
|description= | |description= | ||
"Universal" Rising Attack. | {{#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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage= | |damage=205 | ||
|impact=7 | |impact=7 | ||
|spCost=9 | |spCost=<abbr title="Base, Skill Earrings I to IV">9 / 9 / 8 / 8 / 7</abbr> | ||
|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|cooldown=26 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=7 | |||
|isProjectile=true | |||
|recovery=15 | |||
|specialRecovery=6 | |||
|frcStart=19 | |||
|frcEnd=27 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=7 | |||
|isProjectile=true | |||
|recovery=12 | |||
}} | |||
<hr> | |||
* Placeholder | * Placeholder | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=YvK_Aisha_S2_Ground.png | ||
|caption=Ground version | |||
|image2=YvK_Aisha_S2_Air.png | |||
|caption2=Air version | |||
|name=Spread Shot | |name=Spread Shot | ||
|input=S2 | |input=S2 | ||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage= | |version=Ground | ||
|damage=53x5 | |||
|impact=12 | |impact=12 | ||
|spCost=9 | |spCost=<abbr title="Base, Skill Earrings I to IV">9 / 9 / 8 / 8 / 7</abbr> | ||
|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|cooldown=29 | |||
}} | |||
{{AttackData-YvK | |||
|header=no | |||
|version=Air | |||
|damage=53x5 | |||
|impact=8 | |||
|spCost=<abbr title="Base, Skill Earrings I to IV">9 / 9 / 8 / 8 / 7</abbr> | |||
|properties=Soft Armor, Projectile | |||
|cooldown=29 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=12 | |||
|isProjectile=true | |||
|recovery=11 | |||
|specialRecovery=8 | |||
|frcStart=25 | |||
|frcEnd=30 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=8 | |||
|isProjectile=true | |||
|recovery=10 | |||
}} | |||
<hr> | |||
* Placeholder | * Placeholder | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage= | |damage=405 | ||
|impact= | |impact=19 | ||
|spCost=18 | |spCost=<abbr title="Base, Skill Earrings I to IV">18 / 17 / 16 / 15 / 14</abbr> | ||
|properties=Hard Armor 1-4, Soft Armor, Projectile | |properties=Hard Armor 1-4, Soft Armor, Projectile | ||
|cooldown=38 | |||
|description= | |description= | ||
* | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup=19 | |||
|isProjectile=true | |||
|recovery=7 | |||
}} | |||
<hr> | |||
Stationary AoE projectile that slightly moves Aisha backwards. Its virtually nonexistent recovery lets Aisha run away immediately after casting. On hit, Aisha can instead follow up with another attack for additional damage. | |||
* Ground version can inflict damage starting frame 25 | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage= | |damage=470 | ||
|impact=18 | |impact=18 | ||
|spCost=18 | |spCost=<abbr title="Base, Skill Earrings I to IV">18 / 17 / 16 / 15 / 14</abbr> | ||
|properties=Hard Armor 1-4, Soft Armor, Projectile | |properties=Hard Armor 1-4, Soft Armor, Projectile | ||
|cooldown=35 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=18 | |||
|isProjectile=true | |||
|recovery=9 | |||
|total=26 | |||
}} | |||
<hr> | |||
Very evasive Skill that greatly moves Aisha forward. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image= | |image=YvK_Aisha_S5_Ground.png | ||
|caption=Ground version | |||
|image2=YvK_Aisha_S5_Air.png | |||
|caption2=Air version | |||
|name=Waspinator | |name=Waspinator | ||
|input=S5 | |input=S5 | ||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage= | |damage=960 | ||
|impact=8+7 | |impact=8+7 | ||
|spCost=36 | |spCost=<abbr title="Base, Skill Earrings I to IV">36 / 33 / 31 / 29 / 27</abbr> | ||
|properties=Hard Armor, Projectile | |properties=Hard Armor, Projectile | ||
|cooldown=8+64 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=7 | |||
|active=38 | |||
|recovery=9 | |||
|frcStart=51 | |||
|frcEnd=53 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=8 | |||
|active=37 | |||
|recovery=0 | |||
}} | |||
<hr> | |||
* 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 | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage= | |damage=890 | ||
|impact=8+7 | |impact=8+7 | ||
|spCost=50 | |spCost=<abbr title="Base, Skill Earrings I to IV">50 / 45 / 43 / 40 / 38</abbr> | ||
|properties=Hard Armor, Projectile, Homing | |properties=Hard Armor, Projectile, Homing | ||
|cooldown=8+52 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=7 | |||
|isProjectile=true | |||
|recovery=18 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=7 | |||
|isProjectile=true | |||
|recovery=13 | |||
}} | |||
<hr> | |||
* 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 | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=YvK_Aisha_EXTRA_1.png | ||
|name= | |caption=Initial AoE | ||
|image2=YvK_Aisha_EXTRA_2.png | |||
|caption2=Final shot. Trajectory depends on whether or not an opponent was caught in the AoE | |||
|name=Azure Destruction | |||
|input=EXTRA Skill | |input=EXTRA Skill | ||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage= | |damage=6x6, 1440 | ||
|impact=14 | |impact=14 | ||
|spCost=100 EXTRA | |spCost=100 EXTRA | ||
|properties=Invincible | |properties=Invincible, Projectile | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=14 | |||
|active=15 | |||
|inactive2=12 | |||
|active3=1 | |||
|inactive4=3 | |||
|active5=1 | |||
|inactive6=3 | |||
|active7=1 | |||
|inactive8=3 | |||
|active9=1 | |||
|inactive10=3 | |||
|active11=1 | |||
|inactive12=3 | |||
|active13=1 | |||
|inactive14=59 | |||
|active15=1 | |||
|recovery=25 | |||
|total=146 <!-- Final projectile hits on frame 120 --> | |||
}} | |||
<hr> | |||
A pretty weird EXTRA Skill. On startup, Aisha creates an AoE that will lock onto any opponent caught in it. Afterwards, Aisha will shoot several weak projectiles (which can actually hit people at the correct spacing), before releasing a final projectile that will either hit several spots across the stage, or wherever locked-on opponents were when the final projectile(s) spawned. | |||
* Causes a hard knockdown | |||
* Opponent caught at the center of the initial AoE during the first few initial active frames won't be able to move until they get knocked down | |||
* 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 | ||
}} | }} | ||
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=== Recommended Support === | === Recommended Support === | ||
* | * '''Josette''' - Makes mistakes much less punishing for Aisha | ||
== General Strategy == | == General Strategy == | ||
=== Neutral === | === Neutral === | ||
* Explain how Aisha | * Explain how Aisha approaches neutral, ideally at close, mid and long range | ||
=== | === Offense === | ||
* Explain how Aisha's | * Explain how Aisha's offense works | ||
=== Defense === | === Defense === | ||
* | * Explain how Aisha 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 === | ||
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== Combos == | == Combos == | ||
=== Combo Terminology Table === | |||
{| class="wikitable sortable" border="1" style="min-width: 300px; text-align: left" | |||
|- | |||
! style="width: 3em;" | 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 === | === Solo === | ||
* '''d.A > S1 > S4, dash A > S2''' (1k damage) | |||
:Simple combo from a dashing air attack. | |||
=== With accessories === | |||
* Combo (damage) | |||
:''Specify which accessories are required for this combo to work'' | |||
:Combo description | |||
=== With assists === | |||
* Combo (damage) | * Combo (damage) | ||
:''Specify which assist is required for this combo to work'' | |||
:Combo description | :Combo description | ||
=== With | === With accessories and assists === | ||
* Combo (damage) | * Combo (damage) | ||
:''Specify which equippable items are required for this combo to work'' | |||
:Combo description | :Combo description | ||
Latest revision as of 02:52, 8 February 2024
“ |
A princess from the Kingdom of Altago, which is on the northern coast |
” |
Aisha | |
---|---|
Playstyle | Zoning Hit-and-Run |
Preferred Range | Mid Long |
Tankiness Rating | Very low (1.63%) |
Learning Difficulty | Hard |
Stats | |
HP | 8687 |
AP | 21 |
STR | 841 |
DEF | 683 |
BRK | 484 |
DUR | 1779 |
SPD | 109 |
AGL | 122 |
SP Gain | 239 |
Introduction
- Placeholder
Similar to:
Aisha is an extremely evasive zoner who has an easy time getting away from her opponents. Unlike other zoners, she can actually defend herself at close range quite well. |
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
Ground Attack
A |
---|
Charge Attack
[A] |
---|
Air Attack j.A 2f chargeless Flash Kick, welcome to Ys vs Kiseki 2f chargeless Flash Kick, welcome to Ys vs Kiseki
|
---|
Falling Attack
j.B |
---|
Rising Attack
Attack while dodging |
---|
Skills
Tumble Arrow
S1 |
---|
Spread Shot S2 Ground version Ground version Air version Air version
|
---|
Hydro Shot
S3 |
---|
Skywinder
S4 |
---|
Waspinator S5 Ground version Ground version Air version Air version
|
---|
Aqua Burst
S6 |
---|
Azure Destruction EXTRA Skill Initial AoE Initial AoE Final shot. Trajectory depends on whether or not an opponent was caught in the AoE Final shot. Trajectory depends on whether or not an opponent was caught in the AoE
|
---|
Builds
Note: These builds are mostly here in order to guide new players into how to exploit Aisha's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
- Good accessories for Aisha goes here. Explain why this build is good for her
Recommended Skills
- S1
- S2
- S3
- S4
Recommended Support
- Josette - Makes mistakes much less punishing for Aisha
General Strategy
Neutral
- Explain how Aisha approaches neutral, ideally at close, mid and long range
Offense
- Explain how Aisha's offense works
Defense
- Explain how Aisha 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 Aisha 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
- d.A > S1 > S4, dash A > S2 (1k damage)
- Simple combo from a dashing air attack.
With accessories
- Combo (damage)
- Specify which accessories are required for this combo to work
- Combo description
With assists
- Combo (damage)
- Specify which assist is required for this combo to work
- Combo description
With accessories and assists
- Combo (damage)
- Specify which equippable items are required for this combo to work
- Combo description
Colors
Color 1
Default color
Default color
Color 2
Reference (if there's one)
Reference (if there's one)
Color 3
Reference (if there's one)
Reference (if there's one)
Color 4
Reference (if there's one)
Reference (if there's one)