Theatre of Light/Samurai: Difference between revisions

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|data=
|data=
  {{AttackData-TOL
  {{AttackData-TOL
  |damage= 4 + 4 + 4 + 4 + 4 + 4 + 4 + 0 + 20
  |damage= 4 + 4 + 4 + 4 + 4 + 4 + 4 + 20
48 in total if all hits are landed.
48 in total if all hits are landed.
  |P1= 1
  |P1= 1
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* 150 (failed)
* 150 (failed)
  |description= Deadly Rave.
  |description= Deadly Rave.
* 8 hits, including the initial S2 (hold)
* 8 hits, excluding the initial S2 (hold)
  }}
  }}
}}
}}

Revision as of 23:06, 18 March 2024

Overview

Samurai
TOL SamuraiPortrait.png
Archetype: All-rounder
Health Defense Multiplier:
  • Melee: x1.0
  • Ranged: x1.0
Stagger Defense Multiplier:
  • Melee: x1.5
  • Ranged: x1.5
Walk Speed: 17
Max Light: 3

Samurai is a well-rounded character that functions comfortably at all ranges but excels particularly at keeping the opponent at the mid range, where he can land his Overthrow sweetspot for good combos that leave him with potentially large amounts of Strength buffs. With a simple gameplan and the tools to run it, Samurai is a good option for any player.


Strengths Weaknesses
  • Jack of all trades: Has tools for almost any situation, whether for mobility, offense or defense.
  • Reliable and high damage combos: Samurai can start a combo from any move, and do ~40 damage on any ping.
  • Good defense: Samurai has 2 parries and a long evade, which lets him easily punish unsuspecting opponents.
  • Good light economy: Parrying restores 1 light and ending a combo with Atk allows Samurai to keep 2 light next turn.
  • Snowball potential: Samurai can gain up to 6 strength in a combo, which can force people to rush you recklessly or take a lot of damage.
  • Light dependant: Most of Samurai's good tools require light. Without light, he is forced to rush in and land Atk.
  • Requires good reads: Samurai's parries have long recovery, while S2 costs 2 light. Without good reads, Samurai can easily get baited and punished or run out of light.
  • Easily kited: Fast or long-ranged characters can bait out any of Samurai's S1 variants then punish while his parries are on cooldown.
  • Prone to getting rushed or pressured: Samurai's move are quite slow and even his parries have a windup, making it hard to counter quick rushes or corner pressure.

Move List

Normal moves

Draw of the Sword
ATK
TOL SamuraiATK.png
Grounded
Grounded
TOL SamuraiATKair.png
Air
Air
Version Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
Grounded 6 0.9 0.8 0 0 Melee - 21 3 13
  • Restores 1 light on hit.
Air 8 0.9 0.8 0 0 Melee - 16 1 21
  • Slash straight downwards.
  • Has high startup and poor range, but can thankfully be used during Gleaming Step, allowing you to extend off of it.


Slay
ATK~ATK
TOL SamuraiATKATK.png
Inconsistent my ass
Inconsistent my ass
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
4 - 0.8 1 0 Melee - 16 3 21
  • Follow up attack, can only be done if ATK hits.
  • Cannot be done after air ATK.
  • Gives Samurai 2 strength next turn.
  • Usually a combo ender after S1 ATK, if not enough light is available for S2.


Overthrow
S1
TOL SamuraiS1.png
IIIII SEE THE CIIIRCLE
IIIII SEE THE CIIIRCLE
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
  • 7 (normal)
  • 8 (sweetspot)
1 0.85 1 0 Melee - 21
  • 1 (normal)
  • 3 (sweetspot)
18
  • Has a sweetspot at the farthest point of the move that does a bit more damage, and more importantly, has more hitstun.


Deflect
S1 (hold)
TOL SamuraiS1 2.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
0 - - 1 0 - Block 11 27 33

Parry

  • Landing this refunds 2 light and cancels the recovery of the move.
  • Cooldown only starts if it's whiffed


Rising Blade
S2
TOL SamuraiS2.png
Evade on startup
Evade on startup
TOL SamuraiS2H.png
Send 'em skyhigh
Send 'em skyhigh
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
10 1.1 .9 2 0 Melee Evade 36 30 10
  • A DP-esque move with evade on startup.
  • Sends opponents flying high in the air on hit.
  • Great as a combo extender.
  • Useable on neutral, if the opponent is close.


Gleaming Step
SP
TOL SamuraiSP.png
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
- - - 0 0 - - 0 0 0
  • Can be canceled into all of his moves except his parries.


Psyches

To Claim Their Bones
S1~ATK
TOL SamuraiTCTB.png
Yield My Flesh to Claim Their Bones
Yield My Flesh to Claim Their Bones
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
10 + (damage reflected x 2) 0.5 0.5 2 2 Melee - 11 27
  • 53 (whiff)
  • 60 (successful)

Counter Psyche.

  • Restores all light when landed.
  • Damage is based on damage taken times two, resistances unaccounted for.
  • Use this against strong, single-hit classes such as Charger and Assassin.


Wrathful Rave
S2 (hold), ATK>S2>ATK>S1>ATK>S1>S1
"How do I input Wrathful Rave?"
"How do I input Wrathful Rave?"
Base damage P1 Scaling Value P2 Scaling Value Light cost Emo level Hit type Properties Startup Active Recovery
4 + 4 + 4 + 4 + 4 + 4 + 4 + 20

48 in total if all hits are landed.

1 0.95 3 3 Melee Evade 31 4
  • 57 (whiff)
  • 38 (successful)
  • 150 (failed)

Deadly Rave.

  • 8 hits, excluding the initial S2 (hold)

Strategy

Recommended Decks

Kim
EL1: Cardless
EL2: Cardless
EL3: N/A
The best way to play Samurai.

Theatre of Light Navigation

General
Controls
Systems
HUD
Glossary
FAQ
Mechanics
Chapter 1
Samurai
Brawler
Ranger
Charger
Vanguard
Vigilante
Gunner
Assassin
Single Entry 1
Knight