Ys vs. Sora no Kiseki: Alternative Saga/Loewe: Difference between revisions
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| align="center" colspan="2" |[[File:YvK_Loewe_Profile.png|center|frameless]] | | align="center" colspan="2" |[[File:YvK_Loewe_Profile.png|center|frameless]] | ||
|- | |- | ||
| ''' | | '''Playstyle''' || Heavy<br>Whiff Punish | ||
|- | |- | ||
| '''Difficulty''' || | | '''Preferred Range''' || Mid | ||
|- | |||
| '''Tankiness Rating''' || High (0.85%) | |||
|- | |||
| '''Learning Difficulty''' || Intermediate | |||
|- | |- | ||
! align="center" colspan="2" | Stats | ! align="center" colspan="2" | Stats | ||
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{{TOClimit|3}} | {{TOClimit|3}} | ||
== Introduction == | == Introduction == | ||
Every good fighting game needs at least one boss character. In Ys vs Trails, it's Loewe that takes this role. With pretty inflated stats, he is both the strongest character in the game (in terms of raw strength), but also one of the bulkiest. His attacks, while somewhat slow, packs a punch, and can even sometimes cause status effects that affects his opponents' options. This makes Loewe a force to be reckoned with in neutral, as any mistake can be easily punished hard by him. However, while he seems absolutely overpowered on paper, there's one huge flaw in Loewe's gameplan: he requires almost full SP in order to become a threat. Gainin SP is Loewe's biggest hurdle: while his projectile Charge Attack has good range and is easily spammable in neutral, it only grants 22 SP, the lowest possible amount. This forces him to stay patient and slowly but surely build up SP until he gets enough for his next punish. Said punishes also requires good execution in order to maximize their damage output. Finally, Loewe has the lowest AP stat in the game, making build choices extremely limited for him. | Every good fighting game needs at least one boss character. In Ys vs Trails, it's Loewe that takes this role. With pretty inflated stats, he is both the strongest character in the game (in terms of raw strength), but also one of the bulkiest. His attacks, while somewhat slow, packs a punch, and can even sometimes cause status effects that affects his opponents' options. This makes Loewe a force to be reckoned with in neutral, as any mistake can be easily punished hard by him. However, while he seems absolutely overpowered on paper, there's one huge flaw in Loewe's gameplan: he requires almost full SP in order to become a threat. Gainin SP is Loewe's biggest hurdle: while his projectile Charge Attack has good range and is easily spammable in neutral, it only grants 22 SP, the lowest possible amount. This forces him to stay patient and slowly but surely build up SP until he gets enough for his next punish. Said punishes also requires good execution in order to maximize their damage output. Finally, Loewe has the lowest AP stat in the game, making build choices extremely limited for him. | ||
Loewe is recommended for players who loves | Loewe is recommended for players who loves dealing absurd damage on their punishes.<br> | ||
'''Similar to:''' | |||
{{ProConTable | {{ProConTable | ||
|intro='''Loewe''' is a technical heavyweight with | |intro='''Loewe''' is a technical heavyweight with great neutral who can easily whiff punish his opponents for big damage. | ||
|pros= | |pros= | ||
* '''High Stats:''' Loewe's stats are overall the highest in the game. This also makes him the 2nd tankiest character in the game. | * '''High Stats:''' Loewe's stats are overall the highest in the game. This also makes him the 2nd tankiest character in the game. | ||
* '''Good Neutral:''' Loewe's attacks generally have a lot of range. However, they're still fast enough for him to perform decently well at most ranges. | * '''Good Neutral:''' Loewe's attacks generally have a lot of range. However, they're still fast enough for him to perform decently well at most ranges. | ||
* ''' | * '''Damaging Punishes:''' Loewe has an easy time punishing his opponents in neutral. His punishes also does very good damage, especially given how simple they are. | ||
* '''Touch of Death:''' Loewe, with Jurio's help, has the potential to ToD half of the cast. | |||
|cons= | |cons= | ||
* '''Low AP:''' Loewe has the lowest AP value in the game, making build options extremely limited for him. | * '''Low AP:''' Loewe has the lowest AP value in the game, making build options extremely limited for him. | ||
* '''Poor SP Economy:''' Loewe is the | * '''Poor SP Economy:''' Loewe is the character who has the hardest time managing SP, due to a combination of generally expensive Skills and very low SP gain. | ||
* '''High Skill Floor:''' While not a weakness in itself, learning Loewe can take some time due | * '''High Skill Floor:''' While not a weakness in itself, learning Loewe can take some time due requiring lots of finesse regarding SP management. | ||
}} | }} | ||
''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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|caption2=B | |caption2=B | ||
|caption3=C | |caption3=C | ||
|name=ABC | |name=Ground Normal Link | ||
|input=ABC | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
Line 84: | Line 87: | ||
|version=B | |version=B | ||
|damage=151 | |damage=151 | ||
|impact=6 | |impact=11+6 | ||
|spCost= | |spCost= | ||
|properties= | |properties= | ||
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|version=C | |version=C | ||
|damage=151 | |damage=151 | ||
|impact=5 | |impact=24+5 | ||
|spCost= | |spCost= | ||
|properties= | |properties= | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''A:''' | |||
|startup=5 | |||
|active=6 | |||
|recovery=14 | |||
|frcStart=12 | |||
|frcEnd=24 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''B:''' | |||
|startup=6 | |||
|active=6 | |||
|recovery=15 | |||
|frcStart=13 | |||
|frcEnd=26 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''C:''' | |||
|startup=5 | |||
|active=11 | |||
|recovery=17 | |||
}} | |||
<hr> | |||
Decent normal link. '''A''' is a great poke that also acts as a quick anti-air, which Loewe can often abuse a lot. He can also use it in order to fish confirms into Demon Flames for great damage. | |||
His '''C''' also has some defensive utility, since it covers all horizontal angles around Loewe. However, it's not used that often due to being locked at the end of the normal link, meaning it'll take much longer than usualy to come out. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Loewe_Charge.png | |image=YvK_Loewe_Charge.png | ||
|caption=Did you know Loewe was short for Leonhardt? | |||
|name=Charge Attack | |name=Charge Attack | ||
|input=[A] | |input=[A] | ||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|version=Ground/Air | |||
|subtitle=[A], j.[A] | |||
|damage=181 | |damage=181 | ||
|impact=10 | |impact=10 | ||
|spCost= | |||
|properties=Soft Armor, Projectile | |||
}} | |||
{{AttackData-YvK | |||
|header=no | |||
|version=Dash | |||
|subtitle=d.[A] | |||
|damage=181 | |||
|impact=8 | |||
|spCost= | |spCost= | ||
|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=10 | |||
|isProjectile=true | |||
|recovery=5 | |||
|specialRecovery=15 | |||
|frcStart=20 | |||
|frcEnd=29 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=10 | |||
|isProjectile=true | |||
|recovery=12 | |||
|specialRecovery=3 | |||
|frcStart=17 | |||
|frcEnd=24 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Dash:''' | |||
|startup=8 | |||
|isProjectile=true | |||
|recovery=10 | |||
|frcStart=13 | |||
|frcEnd=15 | |||
}} | |||
<hr> | |||
The crux of Loewe's neutral. While it gives little SP on hit, its projectile properties makes it an incredible poke with excellent range. Loewe can use it to establish his presence in neutral while safely building SP for his next punish. | |||
* Projectile stays active for 11 frames | |||
* Gives 22 SP on contact | * Gives 22 SP on contact | ||
}} | }} | ||
}} | }} | ||
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|caption2=j.B | |caption2=j.B | ||
|caption3=j.C | |caption3=j.C | ||
|name=j.ABC | |name=Air Normal Link | ||
|input=j.ABC | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
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|version=j.B | |version=j.B | ||
|damage=151 | |damage=151 | ||
|impact=4 | |impact=10+4 | ||
|spCost= | |spCost= | ||
|properties= | |properties= | ||
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|version=j.C | |version=j.C | ||
|damage=151 | |damage=151 | ||
|impact=7 | |impact=20+7 | ||
|spCost= | |spCost= | ||
|properties= | |properties= | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
* | |title='''j.A:''' | ||
|startup=5 | |||
|active=5 | |||
|recovery=13 | |||
|frcStart=11 | |||
|frcEnd=22 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''j.B:''' | |||
|startup=6 | |||
|active=6 | |||
|recovery=15 | |||
|frcStart=11 | |||
|frcEnd=26 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''j.C:''' | |||
|startup=7 | |||
|active=11 | |||
|recovery=13 | |||
|frcStart=21 | |||
|frcEnd=30 | |||
}} | |||
<hr> | |||
A decent air-to-air string. However, it mostly shines as a whiff punish tool. | |||
d.A is Loewe's best starter, due to j.A having an additional hit when done during a dash. This grants bonus damage, as well as more time for Loewe to combo. j.C can be used as a combo ender when Loewe doesn't have enough SP for Demon Flames. | |||
* '''d.A''' will hit twice, with the second hit landing on frame 8 | |||
}} | }} | ||
}} | }} | ||
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|properties= | |properties= | ||
|description= | |description= | ||
Arguably the worst Falling Attack in the game. | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup=7 | |||
|active=6 | |||
|recovery=4 | |||
|specialRecovery=11 | |||
}} | |||
<hr> | |||
Arguably the worst Falling Attack in the game. While it does hit very deep below Loewe, none of his Skills can reliably combo off of it. Therefore, it's mostly used defensively, as a way to counter anti-air attempts. | |||
}} | }} | ||
}} | }} | ||
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|image=YvK_Loewe_Rising.png | |image=YvK_Loewe_Rising.png | ||
|name=Rising Attack | |name=Rising Attack | ||
|input=Attack while dodging | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage=151 | |damage=151 | ||
|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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=== Skills === | === Skills === | ||
{{MoveData | {{MoveData | ||
|image= | |image=YvK_Loewe_S1_1.png | ||
|name= | |caption=First hit | ||
|image2=YvK_Loewe_S1_2.png | |||
|caption2=Second hit + Projectile | |||
|name=Whirlwind Cut | |||
|input=S1 | |input=S1 | ||
|data= | |data= | ||
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|damage=400 | |damage=400 | ||
|impact=4, 13 | |impact=4, 13 | ||
|spCost=12 | |spCost=<abbr title="Base, Skill Earrings I to IV">12 / 11 / 11 / 10 / 9</abbr> | ||
|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|cooldown=36 | |||
|description= | |description= | ||
Loewe's fastest attack. | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|title='''Ground:''' | |||
|startup=4 | |||
|active=5 | |||
|inactive2=4 | |||
|active3=10 | |||
|recovery=7 | |||
|specialRecovery=9 | |||
|frcStart=32 | |||
|frcEnd=38 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=4 | |||
|active=5 | |||
|inactive2=4 | |||
|active3=10 | |||
|recovery=6 | |||
}} | |||
* The projectile comes out on frame 15 | |||
<hr> | |||
Loewe's fastest attack. Despite that, he won't use it that often due to a gap between both hits where the opponent can block and punish Loewe. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|version=Ground | |||
|damage=345 | |damage=345 | ||
|impact=11 | |impact=11 | ||
|spCost=12 | |spCost=<abbr title="Base, Skill Earrings I to IV">12 / 11 / 11 / 10 / 9</abbr> | ||
|properties=Soft Armor, Projectile | |||
|cooldown=30 | |||
}} | |||
{{AttackData-YvK | |||
|header=no | |||
|version=Air | |||
|damage=345 | |||
|impact=10 | |||
|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= | ||
Gigantic projectile poke that launches opponents on hit. At point blank, Loewe can combo off of it | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|title='''Ground:''' | |||
|startup=11 | |||
|active=6 | |||
|recovery=4 | |||
|specialRecovery=6 | |||
|frcStart=24 | |||
|frcEnd=26 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=10 | |||
|active=7 | |||
|recovery=5 | |||
}} | |||
<hr> | |||
Gigantic projectile poke that launches opponents on hit. At point blank, Loewe can combo off of it. | |||
}} | }} | ||
}} | }} | ||
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|image=YvK_Loewe_S3.png | |image=YvK_Loewe_S3.png | ||
|caption=Silver Thorn, Golden Scorn | |caption=Silver Thorn, Golden Scorn | ||
|name=Silver Thorn | |name=[[File:YvK_Confusion.png|25px]] Silver Thorn | ||
|input=S3 | |input=S3 | ||
|data= | |data= | ||
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|damage=730 | |damage=730 | ||
|impact=33 | |impact=33 | ||
|spCost=30 | |spCost=<abbr title="Base, Skill Earrings I to IV">30 / 27 / 26 / 24 / 23</abbr> | ||
|properties=Hard Armor 1-4, Soft Armor<br>Projectile | |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Draw-In | ||
|cooldown=50 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=18 | |||
|isProjectile=true | |||
|recovery=13 | |||
|specialRecovery=10 | |||
|total=40 | |||
|frcStart=35 | |||
|frcEnd=40 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=18 | |||
|isProjectile=true | |||
|recovery=11 | |||
}} | |||
<hr> | |||
* Causes Confusion on hit | * Causes Confusion on hit | ||
* Only starts hitting opponents on frame 33 | |||
}} | }} | ||
}} | }} | ||
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|caption=Ground version | |caption=Ground version | ||
|caption2=Air version | |caption2=Air version | ||
|name=Zero Storm | |name=[[File:YvK_Paralysis.png|25px]] Zero Storm | ||
|input=S4 | |input=S4 | ||
|data= | |data= | ||
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|damage=990 | |damage=990 | ||
|impact=24 | |impact=24 | ||
|spCost=25 | |spCost=<abbr title="Base, Skill Earrings I to IV">25 / 23 / 22 / 20 / 19</abbr> | ||
|properties=Hard Armor 1-4, Soft Armor<br>Projectile, Draw-In | |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Draw-In | ||
|cooldown=69 | |||
|description= | |description= | ||
Very slow, very long, very active projectile that deals lots of damage, with each hit having a chance to cause Paralysis. Pretty hard to land, but the payoff is huge. Air version | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|title='''Ground:''' | |||
|startup=24 | |||
|active=33 | |||
|specialRecovery=4 | |||
|frcStart=57 | |||
|frcEnd=60 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=24 | |||
|active=33 | |||
|recovery=1 | |||
}} | |||
<hr> | |||
Very slow, very long, very active projectile that deals lots of damage, with each hit having a chance to cause Paralysis. Pretty hard to land, but the payoff is huge. Air version shoots the projectile at an angle. | |||
* Can cause Paralysis on hit | * Can cause Paralysis on hit | ||
}} | }} | ||
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|damage=1400 | |damage=1400 | ||
|impact=6+27 | |impact=6+27 | ||
|spCost=50 | |spCost=<abbr title="Base, Skill Earrings I to IV">50 / 45 / 43 / 40 / 38</abbr> | ||
|properties=Hard Armor, Drain, Draw-In | |properties=Hard Armor, Drain, Draw-In | ||
|cooldown= | |||
|description= | |description= | ||
Very slow Skill that's easily avoidable and hard to combo into. This makes it rarely worth using it in 1v1s. However, it can be pretty decent in FFAs, as Loewe gains 25 SP for every opponent caught in the AoE. This makes Arch Drain the only SP-positive Skill in the entire game, in the right circumstances. | Very slow Skill that's easily avoidable and hard to combo into. This makes it rarely worth using it in 1v1s. However, it can be pretty decent in FFAs, as Loewe gains 25 SP for every opponent caught in the AoE. This makes Arch Drain the only SP-positive Skill in the entire game, in the right circumstances. | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Loewe_S6.png | |image=YvK_Loewe_S6.png | ||
|caption=Does everything you need for only 60 SP | |||
|name=Demon Flames | |name=Demon Flames | ||
|input=S6 | |input=S6 | ||
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{{AttackData-YvK | {{AttackData-YvK | ||
|damage=1660 | |damage=1660 | ||
|impact=8 | |impact=8+6 | ||
|spCost=60 | |spCost=<abbr title="Base, Skill Earrings I to IV">60 / 54 / 51 / 48 / 45</abbr> | ||
|properties=Hard Armor, Draw-In | |properties=Hard Armor, Draw-In | ||
|cooldown=68 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=6 | |||
|active=29 | |||
|recovery=12 | |||
|specialRecovery=6 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=6 | |||
|active=27 | |||
|recovery=15 | |||
}} | |||
<hr> | |||
The reason you play Loewe. While it's tied with Agate's Final Break for most expensive Skill in the game, it compensates by being the single most damaging non-EXTRA Skill attack in the game. In fact, it even outdamages some EXTRA Skills. Moreover, its relatively quick startup and great range (despite the animation) makes it Loewe's go-to combo ender. And if that wasn't enough, it can even instantly break the opponent's guard! All of this makes it a must-have in Loewe's arsenal. Just don't abuse it, due to its extreme SP cost (this is Loewe we're talking about) and long recovery. | |||
* 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_Loewe_EXTRA.png | ||
|name=Sword of Abaddon | |name=[[File:YvK_Freeze.png|25px]] Sword of Abaddon | ||
|input=EXTRA Skill | |input=EXTRA Skill | ||
|data= | |data= | ||
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|impact=23 | |impact=23 | ||
|spCost=100 EXTRA | |spCost=100 EXTRA | ||
|properties=Invincible | |properties=Invincible, Draw-In | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=23 | |||
|active=0 | |||
|inactive2=42 | |||
|active3=38 | |||
|recovery=2 | |||
|specialRecovery=11 | |||
}} | |||
* Draw-in effect on frame 8 | |||
<hr> | |||
* The opponent can still cast Skills or use their assist during the freeze | * The opponent can still cast Skills or use their assist during the freeze | ||
* Causes Freeze on hit | * Causes Freeze on hit | ||
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=== Recommended Support === | === Recommended Support === | ||
* | * '''Ries''' - Greatly mitigates Loewe's biggest weakness | ||
* '''Jurio & Chris''' - Makes Loewe an absolute menace at close to mid range, allowing him to cinvert pokes into 4k damage minimum | |||
== General Strategy == | == General Strategy == | ||
=== Neutral === | === Neutral === | ||
* Explain how Loewe | * Explain how Loewe approaches neutral, ideally at close, mid and long range | ||
=== | === Offense === | ||
* Explain how Loewe' | * Explain how Loewe's offense works | ||
=== Defense === | === Defense === | ||
* | * Explain how Loewe can defend himself from incoming attacks. Don't forget to mention how he can recover once he'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 === | ||
* '''A > | * '''A > S6''' (1.9k damage) | ||
:Basic poke combo from a ground normal that works at any range. [A] | :Basic poke combo from a ground normal that works at any range. Make sure to start charging [A], as this costs a lot of SP. | ||
* '''A > S2 jc > j.A > S2 > | * '''A > S2 jc > j.A > S2 > d.A (whiff) > S6''' (2.3k damage) | ||
:Better route from a grounded normal when at close range. Loewe must jump cancel the first S2 as fast as possible. | :Better route from a grounded normal when at close range. Loewe must jump cancel the first S2 as fast as possible. | ||
* ''' | * '''d.A(2) > delay j.B > S2 jc > j.AB > S2/S6''' (1.4k/2.6k damage) | ||
:BnB punish from a homing dash at close-ish range. Extremely tight in order to make in inescapable. In order to work, Loewe must PM j.A's second hit backwards. | :BnB punish from a homing dash at close-ish range. Extremely tight in order to make in inescapable. In order to work, Loewe must PM j.A's second hit backwards. | ||
=== With | === With accessories === | ||
* '''d.A > RA jc > j.AB > d.AB > S6''' (2.6k damage) | |||
:''Airborne Medallion'' | |||
:"Easier" route from d.A using Rising Attack. | |||
=== With assists === | |||
* '''A > S6, [A] > d.ABC > j.S6''' (4.1k damage) | |||
:''Jurio & Chris'' | |||
:Simple Jurio combo. Costs a lot of SP but the damage is more than worth it. The last Demon Flames must be cancelled into right after j.C lands. Does 4.2k with d.AB starter. | |||
* '''A > S6, [A] > EX, [A] > d.AB > j.S6, [A] > d.ABC > j.S6''' (~8.6k damage) | |||
:''Jurio & Chris'' | |||
:One of the most damaging combos in the game. Able to ToD half the cast (Aisha, Elk, Mishera, Chester, Estelle, Joshua, Kloe, Olivier, Tita and Renne), and potentially more if EX Tome is equipped. | |||
=== With accessories and assists === | |||
* Combo (damage) | * Combo (damage) | ||
:Combo | :''Specify which equippable items are required for this combo to work'' | ||
:Combo description | |||
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Latest revision as of 01:28, 13 February 2024
“ |
A former Enforcer of Ouroboros and known as the Bladelord. He and |
” |
Loewe | |
---|---|
Playstyle | Heavy Whiff Punish |
Preferred Range | Mid |
Tankiness Rating | High (0.85%) |
Learning Difficulty | Intermediate |
Stats | |
HP | 11921 |
AP | 16 |
STR | 1209 |
DEF | 987 |
BRK | 619 |
DUR | 2973 |
SPD | 101 |
AGL | 108 |
SP Gain | 204 |
Introduction
Every good fighting game needs at least one boss character. In Ys vs Trails, it's Loewe that takes this role. With pretty inflated stats, he is both the strongest character in the game (in terms of raw strength), but also one of the bulkiest. His attacks, while somewhat slow, packs a punch, and can even sometimes cause status effects that affects his opponents' options. This makes Loewe a force to be reckoned with in neutral, as any mistake can be easily punished hard by him. However, while he seems absolutely overpowered on paper, there's one huge flaw in Loewe's gameplan: he requires almost full SP in order to become a threat. Gainin SP is Loewe's biggest hurdle: while his projectile Charge Attack has good range and is easily spammable in neutral, it only grants 22 SP, the lowest possible amount. This forces him to stay patient and slowly but surely build up SP until he gets enough for his next punish. Said punishes also requires good execution in order to maximize their damage output. Finally, Loewe has the lowest AP stat in the game, making build choices extremely limited for him.
Loewe is recommended for players who loves dealing absurd damage on their punishes.
Similar to:
Loewe is a technical heavyweight with great neutral who can easily whiff punish his opponents for big damage. |
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
Ground Normal Link ABC A A B B C C
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Charge Attack [A] Did you know Loewe was short for Leonhardt? Did you know Loewe was short for Leonhardt?
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Air Normal Link j.ABC j.A j.A j.B j.B j.C j.C
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Falling Attack
j.D |
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Rising Attack
Attack while dodging |
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Skills
Whirlwind Cut S1 First hit First hit Second hit + Projectile Second hit + Projectile
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Swallow Return
S2 |
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Silver Thorn, Golden Scorn Silver Thorn, Golden Scorn
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Ground version Ground version Air version Air version
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Arch Drain
S5 |
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Demon Flames S6 Does everything you need for only 60 SP Does everything you need for only 60 SP
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Builds
Note: These builds are mostly here in order to guide new players into how to exploit Loewe' potential to its fullest. Don't be afraid to experiment!
Recommended accessories
- Good accessories for Loewe goes here. Explain why this build is good for him
Recommended Skills
- S1
- S2
- S3
- S4
Recommended Support
- Ries - Greatly mitigates Loewe's biggest weakness
- Jurio & Chris - Makes Loewe an absolute menace at close to mid range, allowing him to cinvert pokes into 4k damage minimum
General Strategy
Neutral
- Explain how Loewe approaches neutral, ideally at close, mid and long range
Offense
- Explain how Loewe's offense works
Defense
- Explain how Loewe can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot
General Counterplay
- List some general Loewe 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
- A > S6 (1.9k damage)
- Basic poke combo from a ground normal that works at any range. Make sure to start charging [A], as this costs a lot of SP.
- A > S2 jc > j.A > S2 > d.A (whiff) > S6 (2.3k damage)
- Better route from a grounded normal when at close range. Loewe must jump cancel the first S2 as fast as possible.
- d.A(2) > delay j.B > S2 jc > j.AB > S2/S6 (1.4k/2.6k damage)
- BnB punish from a homing dash at close-ish range. Extremely tight in order to make in inescapable. In order to work, Loewe must PM j.A's second hit backwards.
With accessories
- d.A > RA jc > j.AB > d.AB > S6 (2.6k damage)
- Airborne Medallion
- "Easier" route from d.A using Rising Attack.
With assists
- A > S6, [A] > d.ABC > j.S6 (4.1k damage)
- Jurio & Chris
- Simple Jurio combo. Costs a lot of SP but the damage is more than worth it. The last Demon Flames must be cancelled into right after j.C lands. Does 4.2k with d.AB starter.
- A > S6, [A] > EX, [A] > d.AB > j.S6, [A] > d.ABC > j.S6 (~8.6k damage)
- Jurio & Chris
- One of the most damaging combos in the game. Able to ToD half the cast (Aisha, Elk, Mishera, Chester, Estelle, Joshua, Kloe, Olivier, Tita and Renne), and potentially more if EX Tome is equipped.
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)