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| |description= Anti-air | | |description= Anti-air |
| * Activates Clean Hit and restores 1 Light when hitting airborne opponents, best used after ATK. | | * Activates Clean Hit and restores 1 Light when hitting airborne opponents, best used after ATK. |
| * Can often whiff against at high ping or against laggy opponents. | | * Can often whiff at high ping or against laggy opponents. |
| }} | | }} |
| }} | | }} |
Revision as of 15:09, 18 March 2024
Overview
Brawler
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Archetype: |
Rushdown
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Health Defense Multiplier: |
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Stagger Defense Multiplier: |
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Walk Speed: |
20
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Max Light: |
3
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Brawler is a very oppressive rushdown monster, having high speed and moves that can quickly get to enemies, allowing for devastatingly powerful combos with their clean hits. Brawler is recommended for people who want to snowball and obliterate opponents in seconds.
Strengths |
Weaknesses
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- Best mobility tools in the game: being able to cancel S1 with SP and keeping S1's cooldown, he'll be able to dash and zig-zag his way around the map at ease.
- Very flexible combos on different pings: has consistent 50+ damage combo on any ping when learnt properly.
- Pressure per clean hit stack: having 3 or max stacks can make the opponent recklessly attack you in an attempt to decrease it.
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- Limited defense options: while Brawler has access to SP having evade, it is unfortunately more in favor to go into the offense due to the lack of evade frames.
- Surprisingly squishy: having the same damage resistances as Gunner, he's surprisingly fragile once caught.
- Highly demanding on positioning: Not being able to position well means you can do little to no clean hits.
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Move List
Passive
Clean Hits
Certain moves (S1, S2, SP~M1, SP~S1) will count as a Clean Hit whenever certain conditions are met (Most nostably, hitting a "Sweetspot"). Landing a Clean Hit will stun enemies for longer than usual and give a Clean Hit stack that will increases his damage further.
Clean Hit stacks are capped at 6 and are displayed on a counter above your moves.
Clean hit stacks are lost upon either: getting hit (lose 2), charging S1~S2 (HOLD) at emotion level 1-3, landing SP~S2, or landing S2 (HOLD).
Having clean hit stacks will also change the property of some of his moves.
Normal moves
Fly! ATK
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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6
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0.8
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-
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0
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0
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Melee
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-
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-
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-
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-
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Fast uppercut that makes the opponent airborne
- Can be used to combo into SP~S1 for a pretty easy Clean Hit.
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Comin' Over! S1
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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6-14
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- 0.8 (Normal)
- 0.9 (Clean Hit)
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-
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0
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0
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Melee
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-
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-
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-
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-
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- Has a Clean Hit sweetspot at the farthest point of the move that starts combos.
- Damage increases the more clean hit stacks you have.
- Really useful extender on combos due to having 0 cost
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Break! S2
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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- 10 (Normal)
- 12 (CleanHit)
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- 1.0 (Normal)
- 1.2 (Clean Hit)
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-
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1
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0
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Melee
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Evade
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-
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-
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-
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- Clean Hit Sweetspot is on your body
- Does less knockback on a Clean Hit
- The best starter you have, leading to Touch of Death combos on half of the cast
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Get Down to Business. SP
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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N/A
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-
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-
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0
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0
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-
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Evade
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-
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-
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-
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Mobility Tool & Your best friend
- Followups can be used immediately after pressing SP
- Like other SP skills, It can cancel S1, S2 and ATK
- You can do a quick 180 turn then turn back for an insane dash
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Shatter. SP~ATK Pilebunker! Pilebunker!
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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- 8 (Normal)
- 12 (Clean Hit)
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0.9
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-
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1
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0
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Melee
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-
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-
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-
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-
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- Clean Hit Sweetspot is near the tip of the hitbox
- The most reliable way to clean hit as it can be done in an instant
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Ruin. SP~S1 Let's go... Super Snake Ki- wait wrong game. Let's go... Super Snake Ki- wait wrong game.
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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- 8 (Normal)
- 12 (Clean Hit)
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0.8
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-
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2
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0
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Melee
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-
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-
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-
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-
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Anti-air
- Activates Clean Hit and restores 1 Light when hitting airborne opponents, best used after ATK.
- Can often whiff at high ping or against laggy opponents.
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Humiliate. SP~S2
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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13
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1
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-
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2
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0
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Melee
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-
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-
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-
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-
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- Deals extra stagger damage equal to (Clean Hit Stacks x2)+2 per hit, then removes 3 clean hit stacks.
- Does not activate any [On Hit] abnormality cards
- Sets up for the most DAMAGING S2 stagger starter combos regardless if it clean hits or not.
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Psyches
Destroy! S1~S2 [HOLD] Good luck landing this Good luck landing this
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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4+(4 x Clean Hits)
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1
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-
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1
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1
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Melee
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-
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-
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-
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-
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TBA
- Holding down the skill will consume Clean Hit stacks to increase the damage and distance traveled
- The skill can be charged up to twice your Emotion Level
- Can often bait parries if they miscount your consumed stacks.
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All Dead S2 [HOLD] "gg" "gg"
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Base damage
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P1 Scaling Value
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P2 Scaling Value
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Light cost
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Emo level
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Hit type
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Properties
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Startup
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Active
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Recovery
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5+(5+(Clean Hits x 4))
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1.2
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-
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2
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3
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Melee
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-
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-
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-
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-
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TBA
- Consumes all Clean Hit stacks, deals extra damage for each stack
- The animation is shorter if done several times in one life
- You will not get a Clean Hit stack from S2 if you hit the sweetspot
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Strategy
Recommended Decks
Standard
EL1: None
EL2: None
EL3: N/A
Cardless Brawler, heavily benefits off the 40% strength and 30% defense buff from running cardless.
Blitz
EL1: Cocoon
EL2: Predation
EL3: N/A
Enables specific combo routes with predation, however, don't get too used to the Predation boost, as over-reliance can lead to you being unable to reach EL2.
Theatre of Light Navigation
General
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Mechanics
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Chapter 1
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Single Entry 1
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