Ougon Musou Kyoku/Erika Furudo: Difference between revisions
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|description=*Erika brings her scythe up and behind the opponent’s head before bringing the scythe back towards herself, slicing their neck. | |description=*Erika brings her scythe up and behind the opponent’s head before bringing the scythe back towards herself, slicing their neck. | ||
Pulls in enemies closer. | Pulls in enemies closer. | ||
Can link into c.5C if delayed slightly and the opponent is close enough. | |||
}} | }} | ||
}} | }} |
Revision as of 12:47, 26 January 2023
Background
A piece introduced in the gameboard of End of Golden Witch by Bernkastel, she's the detective and self-promoted "intellectual rapist". At the end of Episode 5, she was named the "Witch of Truth" by Bernkastel, but was stripped of the title shortly after by Battler, who had ascended to Endless Sorcerer.
Introduction
Erika is an easy character to pick up, but very hard to master. She has a very strong neutral game and mixups but low damage output.
Health = 1300
Pros :
+ Has a double jump
+ Has huge normals, controls space easily
+ Excellent air game due to her double jump
+ Excellent ground game due to her amazing ground normals
+ Has good matchups against zoners because of her mobility
Cons :
- Low HP
- Very bad defensive options, does not even have a proper reversal
- Low damage output due to limited combo ability anywhere but in the corner
Known Changes
Patch 2.10:
6A can now be jump cancelled on hit/block and SP2 damage has been reduced.
Patch 2.30:
Damage on Metasuper has been adjusted from 801 to 999.
Ability
Force Counter
Every hit registers as a counter hit. (Only the first hit of a combo counts.)
Move List
Normal Moves
Standing
5A
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6A
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c.5B
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f.5B
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6B
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c.5C
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f.5C
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6C
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Crouching
2A
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2B
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2C
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Jumping
j.A
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j.8B
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j.7/9B
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j.8C
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j.7/9C
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Throw
Throw Whiff animation Whiff animation
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Special Moves
【Leap of Reasoning 「飛躍する推理」】 421X 421A Version 421A Version 421B Version 421B Version 421C Version 421C Version
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【Little Gray Cells 「灰色の脳細胞」
22X |
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【Theory Presentation 「仮説の提示」 [4]6X [4]6A version [4]6A version [4]6B version [4]6B version [4]6C version [4]6C version
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【Cut The Cheese Into Two/Four 「チーズを2つにするには・チーズを4つにするには」 j.214X-X Dive portion of the attack Dive portion of the attack Follow-up attack Follow-up attack
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SP Supers
【Let’s end it with this, shall we!?「核心に迫る推理」
421A+B |
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【If you think you can hit me, go ahead~ 「刹那の閃き」
22A+B |
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【Further proof 「さらなる提示」】
[4]6A+B |
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【You sure you’re ready for it!?「チーズを2つにする実演・チーズを4つにする実演」 j.214A+B-X Dive portion of the attack Dive portion of the attack Follow-up attack Follow-up attack
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Level 2
【Open fire, you goats! 「山羊ども、ぶっ放せ!」
236236C |
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Meta Super
【A Perfect Autopsy 「完全なる検死」
j.641236C during MetaWorld |
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Frame Data
UNDER CONSTRUCTION (Format stolen from ABK Wiki. Don't sue!)
KD = Knockdown
+- = May be more or less than
[4] = Charged
| Frames | Frame Advantage | Attack | Damage| Startup| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 300 | 0-1 | ? | ? | UKD | |Switches Sides; 33 Duration on Whiff Normals ------------------------------------------------------------------ 5A | 42 | 4 | 3 | 6 | +1 | +1 | 2A | 63 | 6 | 6 | 6 | -2 | -2 | c.5B | 150 | 8 | 2 | 16 | -2 | -4 | f.5B | 165 | 8 | 2 | 18 | -4 | -6 | 2B | 165 | 7 | 4 | 8 | +4 | +2 | c.5C | 270 | 10 | 3 | 18 | +4 | +1 | f.5C | 240 | 14 | 5 | 22 | -2 | -5 | 2C | 210 | 14 | 3 | 21 | UKD | -2 | j.5A | 60 | 4 | 9 | 6 | | | j8.5B | 150 | 8 | 2 | 10 | | | j8.5C | 252 | 9 | 5 | 11 | | | j(7/9).5B | 123 | 9 | 4 | 12 | | | j(7/9).5C | 213 | 12 | 3 | 11 | | | Command Normals ------------------------------------------------------------------ 6A | 63 | 6 | 3 | 10 | -3 | -3 |Jump Cancelable at the moment it connects 6B | 198 | 13 | 3 | 20 | -7 | -9 |Vacuum Effect (pulls opponent towards Erika) 6C | 282 | 20 | 2 | 24 | -1 | -4 | Specials ------------------------------------------------------------------ 22A/B/C | -- | ? | ? | ? | ? | ? | 421A | 330 | ? | ? | ? | ? | ? | 421B | 330 | ? | ? | ? | ? | ? | 421C | 330 | ? | ? | ? | ? | ? | j.214A |234/174| ? | ? | ? | ?/KD | ? |See Note A j.214B |234/174| ? | ? | ? | ?/KD | ? |See Note A j.214C |234/174| ? | ? | ? | ?/KD | ? |See Note A [4]6A | 240 | ? | ? | ? | ? | ? | [4]6B | 300 | ? | ? | ? | ? | ? | [4]6C | 360 | ? | ? | ? | ? | ? | SPs and Meta ------------------------------------------------------------------ 22A+B | -- | ? | ? | ? | ? | ? | 421A+B |+-348 | ? | ? | ? | KD | ? | j.214A+B |264/240| ? | ? | ? | ?/KD | ? |See Note A [4]6A+B | 570 | ? | ? | ? | ? | ? | 236x2C |+-900 | ? | ? | ? | ? | ? | 641236C | 999 | ? | ? | ? | KD | ? |
Strategy
Feel free to edit this part of the wiki with your tips/strats on how to use Erika. Remember I'm watching you.
Coming Soon
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Erika to use. Remember I'm watching you.
The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
Reasons to choose Erika for your team
- Much like Battler, Erika dominates the neutral game with her giant normals and specials. Her mobility alongside her bubble of hitboxes makes it a hard task for the opponent to get in. If they do, however, Erika's defensive options are weak, and even if she does get the advantage, her damage is amongst the lowest in the game, which, when combined with her middling health, only makes the number of interactions to win needed higher compared to the opponent.
- She greatly benefits from characters who, when Attack Touched from her amazing normals, be it due to range or through her fast overhead in 6C, can do a lot of damage. Her ability is good for characters with good ways to hit people in the air, as they will get an additional juggle afterwards, even if the opponent didn't press anything.
Ange
- StunBoost shortens Erika’s combos, Ange hasn’t got too much use for Force Counter, bad damage and no real gameplan.
Battler
- Amazing neutral but their poor damage leaves them struggling to keep up with more damaging partners for either of them. Has answers for almost anything but little to do once they score a hit.
- Either one can handle neutral by themselves so both are unnecessary. Battler gains almost nothing from Force Counter.
Black Battler
- Bad damage, bad bulk, great neutral but no synergy. Just disadvantage for no reason.
- Bat/Eri is better but probably just play Eri/Will.
Beatrice
- No synergy except for free SP2s from Erika; George or BB would be preferable if that’s what you’re into.
- They do align with the common good team comp of one neutral character and one damage character, but overall there’s no reason to pick Erika over Luci, Battler or BB for Beatrice. Erika prefers Ronove too.
Bernkastel
- Great neutral, but not great defensively and these two don’t excel at Attack Touching into each other’s combos.
- Bern doesn’t really have much use for Force Counter despite her reliance on juggles as most players figure out that jumping over cats doesn’t really work before long. Both of them prefer Will to the other.
- Erika’s 7-second ability also ruins MetaBoost looping from declaring, but Erika’s MetaSuper can add damage to Bern’s combos after stunning, so that’s nice.
- Her SP2 is largely not needed though as cats are enough of a reset by themselves."
Chiester 410
- No gameplan, too neutral-focused, poor synergy. Good at keepaway and not much else.
- Low damage and short combos. Reset-heavy, but decent mixup.
Dlanor
- A team with a lot of staying power and unprorated damage, but Dlanor prefers Bern and Erika prefers Will.
- These two can find it hard to keep momentum. Erika’s ability also shortens ArmorBoost’s duration off of MetaDeclare, which isn’t a huge dealbreaker but it doesn’t help either.
- Theirsomewhat unorthodox movesets don’t do a lot to complement one another, although both have fairly fast overheads and can be hard to approach for some characters.
- Damage is an issue.
EVA-Beatrice
- Very complementary neutral for these two, the opponent is going to have trouble approaching.
- Eva makes good use of Force Counter too compared to some characters. Nevertheless these two struggle to deal with pressure and their movesets come together a bit awkwardly, such thatthey can’t exactly play rushdown. You’ll have to rely on mixup and short combos combined with fairly slow pressure.
- Both gain options in MetaWorld which is nice, but Erika’s MetaSuper does not benefit from Berserk which isn’t as nice.
George
- No gameplan, awkward combos, bad damage. Mixup and neutral are fairly good.
- This team is fun but lacks any serious killing power. Force Counter suits George fine.
Jessica
- Roles clear as neutral character and damage character but no reason to choose one another for that role. Both would prefer Rono or Will, who form a similar dynamic with each.
- Jess can make surprisingly decent use of Force Counter but she doesn’t need it.
Kanon
- Functional but neither should be choosing the other over Will under any circumstances.
- Bad damage, but great neutral. Kanon doesn’t mind Force Counter.
Lambdadelta
- No synergy, middling damage.
- Erika can capitalise on comet if it doesn’t stun, but there’s little reason to pick her over Will or 410. She has bad stun and corner carry too.
Lucifer
- Major damage issues, Bat/Luci outclasses, can excel in mixup but low stun on both and low health makes this team very punishable.
Ronove
- The synergy between Force Counter and CounterBoost means any hit you land on the opponent will do increased damage and stun. This creates the option of unique playstyle comprised of wrecking the opponent’s playstyle only using pokes. This powerful combination only lasts for 7 seconds, but Erika’s unpredictable neutral is among the best in the game for capitalising on that short window.
- Her SP2 is also an extremely useful tool paired with CounterBoost and can act as a strong finisher for winning rounds (you might not want to do it except as a finisher because it will cost 3 or more SP in total).
- Be aware that opponents might stun out of Erika’s juggles little too early with Ronove’s ability, so you need to have a good feel for capacity.
- Apart from their great ability synergy, Erika and Ronove are both very safe characters that excel at methodical pressure, so this team is strong defensively too.
Rosa
- Erika will score Detachment easily but hasn’t got that much to follow this with. These two struggle with pressure.
- Confused gameplan. Both vastly prefer Will.
Shannon
- Shannon is your main damage dealer which isn’t fun. Erika has bad corner carry even though her neutral is decent.
- Bad reaction to pressure. Just use Rono/Eri instead.
Virgilia
- Awkward Attack Touch combos and Erika doesn’t corner carry well despite her good neutral. Damage suffers for this reason.
- No synergy at all. Use Rono or Will instead.
Willard
- Erika is another character that really benefits from SPCancel as it is very compatible with her MetaSuper, enabling her to do an extra one OTG after her first; this also puts the opponent back into the corner.
- Both of these characters have large, effective normals, solid neutral and juggles, and unprorated damage. Will probably makes the best use of Force Counter of anyone in the game as well, enabling him to land his BnB off stray hits on empty jumps (more common than you’d assume as people fear being counterhit midair by Will but jumping is a decent way to approach him).
- These two basically don’t care if the opponent is stunned, and their single-combo damage when both have SP is some of the highest in the game. They steadily build up the advantage they need to perform these with their MetaSupers.
Sample Combos
Feel free to edit this part of the wiki with your tips/strats what combos to use. Remember I'm watching you.
Meterless:
5B > 2B > 2C > 421A/B > j.B > j.C > D8j > j.B > j.C > j.214A/B: Corner only. Basic BnB.
- Does not knockdown. Does about 1500 damage.
With Meter:
Insert Combo here
Will SP Cancel Specific Cancels
Generic String > 641236C > j.214A/B/C > Cancel > 641236C: The only way to combo two meta supers without resorting to stun.
- You must input 641236C as soon as the j.214A/B/C animation comes out.
- You must input 641236C as soon as the j.214A/B/C animation comes out.
Off Attack Touched 2C
5B/5C > j.B > j.C > DJ > j.B > j.C > J.214A: 1100 damage.
- Does not knockdown
- Recommended to use 8j attacks in the corner.
5B/5c > j.B j.C > DJ > j.B > j.C > j.214A+B > Followup 1400 damage.
5B/5C > A+B+C > j.B > j.C > DJ > j.B > j.C > j.641236C > 6C/236236C: 1900 Damage
- SP2 can be used for a good guard break/oki setup.