Art of Fighting 3/Wyler: Difference between revisions
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* You can win entire matches by standing still and spamming 5A if they don't know how to handle it. It's minus on hit and block, in fact its recovery is quite massive so if they jump at you while you're 5A chaining, Wyler will not be able to stop in time to anti-air the characters or move out of the way because of being stuck in the 5A animation. | * You can win entire matches by standing still and spamming 5A if they don't know how to handle it. It's minus on hit and block, in fact its recovery is quite massive so if they jump at you while you're 5A chaining, Wyler will not be able to stop in time to anti-air the characters or move out of the way because of being stuck in the 5A animation. | ||
* There are ways to circumvent it, such as Kasane Ate, or timing your attacks with perfect precision, but it takes a ton of patience and perfect timing/spacing. | * There are ways to circumvent it, such as Kasane Ate, or timing your attacks with perfect precision, but it takes a ton of patience and perfect timing/spacing. | ||
<div class="mw-collapsible mw-collapsed" style="width:500px; overflow:auto;"> | |||
<div style="font-weight:bold;line-height:1.6;">List of moves that can deal with 5A chains</div> | |||
<div class="mw-collapsible-content"> | |||
:* Jin: j.C, 214A | :* Jin: j.C, 214A | ||
:* Karman: j.A, 2B, 646A/B (all moves need to be spaced far away and timed precisely or else he gets jabbed out anyways) | :* Karman: j.A, 2B, 646A/B (all moves need to be spaced far away and timed precisely or else he gets jabbed out anyways) | ||
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:* Sinclair: jump attacks, 28A, 214A | :* Sinclair: jump attacks, 28A, 214A | ||
:* Wang: jump attacks, 22A | :* Wang: jump attacks, 22A | ||
</div></div> | |||
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Revision as of 15:54, 16 February 2022
Introduction
Player 1 Color | Player 2 Color |
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Wyler, the final boss of the game, who is working on perfecting a powerful Elixir that was originally developed by his and Freia's fathers. But the essential data needed for completing it was taken by Freia's father when the two's partnership broke up. Wyler believes this action is the cause of his father becoming destitute and even the cause of his death. He now searches Freia, with the help of Rody and Lenny.
The final boss of Art of Fighting 3, Wyler is a big buff dude hellbent on recovering old lab data to create a deadly elixer. And boy, is he a problematic buff dude. As typical of SNK boss character, Wyler is quite broken and is, of course, banned from competitive play. He isn't banned for just being a boss character, however, as Wyler has a very particular tool up his sleeve which makes him obnoxious to fight by itself: his 5A. While his jab can be dealt with using jump attacks and a couple select moves, it doesn't change that they need to be both well timed and spaced in order to stop Wyler's jab pressure. Huge damage, it combos into itself, launches on counter hit, juggles, and has insane reach with almost zero startup despite its lengthy recovery since it chains into itself. Aside from that, his specials are all stronger than everyone else's special moves combined with easy combos, as if you'd ever need them. He's got a decently cool design, but these are the reasons why Wyler is banned in tournaments.
Now technically speaking, Wyler is not the strongest character in the game. He has no super at all, no lows whatsoever, and is very easy to juggle. And whenever he stops jabbing, he actually has quite a bit of recovery to it which prevents him from being able to anti-air or escape in time if the opponent jumps at him. And while everyone does need to work to get in, Karman especially, they can all deal with him to some extent and Kasumi especially proves to still give Wyler a lot of trouble. He's a menace, but still not comparable to the likes of Kasumi. He is arguably top tier, maybe even god tier due to the simple fact that he has the easiest combos in the game with the highest reward, but not good enough to top Kasumi's overall character. Regardless, as a character who offers so little to the game and only ever really needs to rely on about 4-5 moves at most, he is banned from competitive play in the West for the simple fact that as a character, he is a buzzkill. By not only providing nothing to the game, it requires an immense amount of patience from players to deal with him doing anything. So no, he isn't completely broken, but allowing him in tournament play would immediately turn away new players and otherwise turn the meta around into "who can counter Wyler" on top of making the game boring to play when 5A is all he needs half the time.
Strengths | Weaknesses |
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Move List
Esoterics
Color Coding
- Green refers to special move damage/frames when done in green meter, or otherwise the strongest damage it can deal.
- Blue refers to special move damage/frames when done in blue meter, or otherwise moderate damage it can deal.
- Purple refers to special move damage/frames when done in purple meter, or otherwise the weakest damage it can deal.
- Orange refers to the damage dealt in chip damage during block.
- Colors may be used otherwise to associate frames/scenarios to avoid confusion, i.e. Kasumi's 4C parry having two different sets of frame data.
Attacks, Notation and Damage
- [Brackets] refers to the specific attack in a string/rush combo that the attack box data is referring to.
- The arrow > on the left of it is the attacks that need to be done before the move in brackets can be performed. If there is an X, it means there are multiple ways of getting to the move in brackets which will be listed in the description.
- Damage values always assume grounded damage with no modifiers. If two damage values are listed with a / in-between them, it lists the damage it deals for grounded and airborne respectively.
- This is because these attacks are used in strings or otherwise as follow-ups where they're more likely to connect with airborne opponents rather than grounded opponents, such as Jin's 6B which hits twice, the first hit leaving the opponent airborne before the second hit.
- Ground/Aerial means if the attack is performed grounded or airborne. If an aerial, being hit during the attack will result in the attacker being knocked down.
- There is no true throw invulnerability in Art of Fighting 3, so when a move is listed as "Throw Invulnerable" it means the attack changes the character's hurtboxes in a way that the throw hitbox cannot collide with it.
Reading Frame Data
- Description of the five stats:
- Startup frames counts all frames before the first active frame comes out, aka how long it takes for the attack to come out
- Active frames is how long the attack is able to hit the opponent, starting at the first active frame
- Recovery frames is how long it takes before the player resets to neutral and can act again
- Total is all three stats above added up, so total number of frames in the move
- Hit/Block advantage is how much faster or slower you can act than the opponent by the number of frames
- Frame advantage, both on hit and block, always assumes frame advantage after the first active frame connects.
- If an attack lists "QKD" in its properties, this means it's an attack that can be teched out of faster than a normal knockdown. This affect only applies to counter hit launches or if the attack connects with the opponent in the air.
- When a move lists ST, SKD, etc. followed by a number in (parentheses) it indicates the frame advantage for the attacking player. Not all knockdowns are plus on hit and depends on the move.
- Knockdown frames always assume frame advantage against Jin. Everyone except for Robert, Sinclair, and Wyler share 16f of wakeup recovery after a knockdown. For Robert, Sinclair, and Wyler, add +1 frame advantage.
- This rule also applies to SKDs, however in this case Jin and everyone else shares 58f total of being in an SKD state except for Lenny, who is in an SKD state for 59 frames instead. For SKD frame advantage against Lenny, add +1 frame advantage.
- The wiki omits STKD frame advantage mostly because those are always plus no matter what, so it's somewhat pointless.
- The frames in (parentheses) next to a "Cancellable into..." sentence is how long you can delay a follow-up, AKA which exact frames you're allowed to cancel into a follow-up. If it states "onwards" then the cancel can be done whenever after the given frame. This info helps both for buffering inputs and also delaying strings for mixups.
Other Tips
- Moves are sorted by ascending number followed by ascending alphabet, so lower numbers first followed by lower alphabet letters. Moves with two button presses are organized last.
- It is recommended you read the brief descriptions to how the attacks animate in-game to familiarize yourself with each attack. Unfortunately, due to the rotoscoped graphics, animations lack key frames that help distinguish themselves as separate moves when viewed as single frames. This in turn makes some moves that share frames look identical to one another without context to how they are supposed to appear, without resorting to using gifs.
General Frame Data
Character | Jump Startup | Jump Recovery | Jump Frames | Hop Frames | Crouch Frames | Restand Frames | Crouch Height |
7f | 5f | 55f | 46f | 4f | 5f | Tall | |
Walk Startup | Walk Speed | F. Dash Frames | F. Dash Speed | F. Dash Distance | Backdash Frames | Backdash Speed | Backdash Distance |
0f | Slow | 21f | Fast | Average | 44f | Slow | Far |
Normals
5A Short Swing Short Swing
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5B Iron Stomp Iron Stomp
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5C Hammering Hammering
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2A/B Rising Uppercut Rising Uppercut
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3A/B Smash Fist Smash Fist
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4B Driving Kick Driving Kick
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j.A/B/C
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6A Short Swing Short Swing
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6A[A] Uppercut Uppercut
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6AA[C] Hammering Hammering
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6B Rush Stomp Rush Stomp
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6B[B] Driving Kick Driving Kick
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Specials
Red Shoulder
646A |
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Black Out
236A |
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Bounce Back
28~5A |
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Miscellaneous
Raz
4C |
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Taunt
5D |
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Throw
6C |
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Pursuit
3A/B when opponent is on the ground |
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Strategy
Moves to USE | Moves to AVOID |
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General Strategy
Wyler can be broken down into a very simple formula: use 5A and 2A as anti-airs, sometimes fireball too. 5A can punish just about anything in the game if Wyler is close enough and gives him 50%+ damage combos by itself, and if that isn't enough he has 6AA which launches and gives him similar damage. His fireball is the hardest hitting fireball that isn't a Haoh Shou Kou Ken in the game, and just a couple counter hits or fireballs will kill the opponent. That's Wyler's entire game structure, just be obnoxious and land as many hard hitting attacks as you can. Having reduced damage also helps you survive longer, unless the opponent somehow gets a juggle in on you which can prove very problematic. He can also use 5C as a delayed poke which is hard to deal with, and 28A as a projectile reflector. He has a really fast dash so he can get in easily, and his backdash acts like it's grounded so he can do backdash taunt and still travel the full distance, on top of hard to deal with tactics like backdash 6B as a safe-ish run in poke. Wyler's only jump-in sucks, and there's no guessing to block high or low against him as all of his attacks hit overhead and mid, so there's never any reason for the opponent to crouch block against him. Regardless, he's only looking to be an annoying pest and land a few very hard blows onto the opponent. The only characters he struggles with are Kasumi and Lenny, whereas everyone else is forced to play at his pace with an immense amount of patience and need for good spacing.
Matchups
Combos
Note: Combos marked with a ★ symbol are the optimal combos available to the character. Characters are also denoted by the first three letters of their names to indicate that the combo works on them. If it works on all characters, it will, obviously, be marked as "All."
- JIN: Jin
- KAR: Karman
- KAS: Kasumi
- LEN: Lenny
- ROB: Robert
- ROD: Rody
- RYO: Ryo
- SIN: Sinclair
- WAN: Wang
- WYL: Wyler
Juggle Combos | |||||
Combo | Difficulty | Damage | Works On | Notes | |
★CH 5A x n | Simple | 308 + (320 x n) | All | This combo is all you ever really need. No one can counter it from close range, and if they're far away, they can't approach with projectiles either since jab will nullify all projectiles. This wins matches by itself and will bore the entire playerbase to death once you start using it. Talk about a deadly combo. | |
★6AA > 236A | Simple | 2400 | All | Combo for if you want to be crafty, but that's it really. Still deals really good damage. | |
★6AA > 6AA > 6AA | Simple | Timing the follow-up 6AA rush combos might be a bit awkward but makes for a very damaging combo against Rody for only slightly more work than mashing 5A. |