Virtual-On Oratorio Tangram/Apharmd B/Matchups: Difference between revisions
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===VS Cypher=== | ===VS Cypher=== | ||
====General==== | |||
*Most of Cypher’s high damage options come from predictions, punishes, and anti-chase - Keep your composure and focus on a solid neutral game. | |||
*Take your damage and don’t over extend if you have a lead - Experienced Cypher players will mix up their landing time with delayed fall to avoid/bait landing punishes. | |||
*Cypher generally discouraged from trading hits in this match-up, but better evasion/pokes make up for it in a way. Matches usually end in time out unless Battler lands a high damage / zero-to-death combo | |||
====Enemy attacks==== | |||
*cCW / cLTCW / Backwards ground dash cCW | |||
Excellent vertical homing and high damage, Linear air movement will make it easier for these to clip you in neutral so be conscious of how you approach. Cypher will consider this move if they suspect you to commit to an air dash attack | |||
*Forward air dash CW | |||
Punish and anti chase - Usually when you are forced into a health deficit | |||
*RTRW / cRTRW - | |||
Prediction laser | |||
*LW | |||
Neutral poke with high spread - The damage is fairly low, but can add up if you get clipped by it repeatedly. You can avoid it by jump canceling. The daggers can also be erased with CW / RTRW attacks - Take note of how/when your opponent uses this move to intercept with your own attack during it’s start-up. | |||
*SLC (She’s Lost Control) | |||
A special move that requires all weapons to have 100%. Experienced players will use this to run away to the opposite side of the stage, but you can use this information for a prediction attack (Divekick). If Cypher crashes into a wall next to you, you can punish with RTCW melee. | |||
*Transformation | |||
Air stalling - Battler has no strong anti-air attacks so the main options are to turbo rotate jRTRW or stand directly below to launch RTLW. Depending on the timer, you can attempt to catch the landing with forward dash cCW | |||
===VS Grys-Vok=== | ===VS Grys-Vok=== |
Revision as of 15:11, 22 May 2022
Under Construction
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Apharmd B matchup details & strategy
- See Charts / Matchup ranking for matchup ratings
- See System / Character Health Values for matchup specific character health
VS Temjin
General
- Slight disadvantage for Battler due to risk-reward/trade potential, difficult to comeback from a health deficit. Once you secure a lead, it is recommended to play a low risk game at mid/long range and aim for time-out.
- Most sword projectiles can be countered with walking CW.
- Very short recovery on Temjin's key attacks, punishment needs to be precise.
- High air mobility with little recovery - Experienced Temjin players will force Battler to play aggressively after gaining a health lead.
Enemy attacks
- Crouching RW
Strong mid-range control move - Checks small movements such as air-dash canceling.
- Forward Ground Dash RW/cRW / Forward Air Dash RW
Close range punish and anti-chase - difficult to dodge up-close.
- Diagonal Ground dash cRW
High damage mid range attack, excellent punish and pressure tool.
- LTLW/cLTLW
Bomb projectile with strong defensive properties, pressure/control move
- Surfing Ram
High damage/tracking special move. It requires all weapons to have 100% meter so observe Temjin's weapon usage to determine if it's an option. Battler can heavily punish this move with RTCW melee, but there is a lingering hitbox that lasts until Temjin is about land - Be wary of this.
Note: While approaching/on uneven terrain (ex: stairs on Sanctuary), Surfing Ram is nearly impossible to dodge by moving horizontally so it's recommended to double jump to ensure safety.
VS Fei-Yen
VS Raiden
VS Cypher
General
- Most of Cypher’s high damage options come from predictions, punishes, and anti-chase - Keep your composure and focus on a solid neutral game.
- Take your damage and don’t over extend if you have a lead - Experienced Cypher players will mix up their landing time with delayed fall to avoid/bait landing punishes.
- Cypher generally discouraged from trading hits in this match-up, but better evasion/pokes make up for it in a way. Matches usually end in time out unless Battler lands a high damage / zero-to-death combo
Enemy attacks
- cCW / cLTCW / Backwards ground dash cCW
Excellent vertical homing and high damage, Linear air movement will make it easier for these to clip you in neutral so be conscious of how you approach. Cypher will consider this move if they suspect you to commit to an air dash attack
- Forward air dash CW
Punish and anti chase - Usually when you are forced into a health deficit
- RTRW / cRTRW -
Prediction laser
- LW
Neutral poke with high spread - The damage is fairly low, but can add up if you get clipped by it repeatedly. You can avoid it by jump canceling. The daggers can also be erased with CW / RTRW attacks - Take note of how/when your opponent uses this move to intercept with your own attack during it’s start-up.
- SLC (She’s Lost Control)
A special move that requires all weapons to have 100%. Experienced players will use this to run away to the opposite side of the stage, but you can use this information for a prediction attack (Divekick). If Cypher crashes into a wall next to you, you can punish with RTCW melee.
- Transformation
Air stalling - Battler has no strong anti-air attacks so the main options are to turbo rotate jRTRW or stand directly below to launch RTLW. Depending on the timer, you can attempt to catch the landing with forward dash cCW
VS Grys-Vok
VS Specineff
VS Bal-Bados
VS Dordray
VS Angelan
VS Apharmd B
General
Mirror match - Players will generally pressure each other in neutral with various chip/erase attacks or fight in melee duels. Due to his high ground mobility and lack of tracking projectiles, it is common for the player with the lead to run around the stage perimeter and aim for time-out at higher levels.
Try to intercept the other Battler melee range and use prediction aimed attacks if you are forced to chase.