Ys vs. Sora no Kiseki: Alternative Saga/Estelle: Difference between revisions
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Estelle's grounded normals have good horizontal range and are basically impossible to punish if block cancelled. This makes them excellent pokes | Estelle's grounded normals have good horizontal range and are basically impossible to punish if block cancelled. This makes them excellent pokes, although they don't combo into each other. However, she can force A and B to combo by steering to her left after inputting A. While this may seem useless, both attacks are dash cancellable, making it fairly good/important in combos. A and B also works as quick anti-airs if needed. | ||
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|properties=Soft Armor | |properties=Soft Armor | ||
|description= | |description= | ||
Estelle's best meterless poke, | Estelle's best meterless poke, especially from a homing dash. Doesn't grant that much SP compared to other Charge Attacks, but very easy to land in neutral. | ||
* Gives 23 SP on contact | * Gives 23 SP on contact | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Estelle_jA.png | |image=YvK_Estelle_jA.png | ||
|caption=A few frames away from being a great combo tool | |||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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A very unique air normal, which you would usually find on ranged characters. Its speed makes it a surprisingly good burst option at longer range, although | A very unique air normal, which you would usually find on ranged characters. Its speed makes it a surprisingly good burst option at longer range, although Estelle doesn't have the means to capitalize from this. The main issue with this move is its low hitstun, allowing opponents to air tech very quickly. As such, she either needs to delay her followups or empty her resources. | ||
Dashing j.A will put Estelle back to ground if cancelled into Hard Break early enough. Unfortunately can't be exploited since the opponent has a few frames to escape Hard Break | |||
* Reaches surprisingly far below Estelle | * Reaches surprisingly far below Estelle | ||
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|properties=Hard Armor 1-4, Soft Armor | |properties=Hard Armor 1-4, Soft Armor | ||
|description= | |description= | ||
Estelle's best anti-air, as well as her main launcher. The ground version can be jump cancelled in order to start or continue a combo | Estelle's best anti-air, as well as her main launcher. The ground version can be jump cancelled in order to start or continue a combo. | ||
* Estelle can move during the move's duration | * Estelle can move during the move's duration | ||
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|properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing | |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing | ||
|description= | |description= | ||
Although | Although slower than Comet (and twice as expensive), it shoots 4 homing fireballs that each have a chance of inflicting Burn. This greatly helps Estelle at long range, although its slow speed (and somewhat high SP cost) makes Comet more suited at closer ranges. | ||
* Can inflict Burn on hit | * Can inflict Burn on hit | ||
* Frame data assumes point blank | * Frame data assumes point blank | ||
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=== Recommended Support === | === Recommended Support === | ||
* '''Mustafa''' - Greatly increases Estelle's reward on hit (her BnB goes from 1.4k damage to 2k damage). | * '''Mustafa''' - Greatly increases Estelle's reward on hit (her BnB goes from 1.4k damage to 2k damage). | ||
* '''Anelace''' - | * '''Anelace''' - Makes all of Estelle's pokes impossible to contest for 40 seconds. | ||
* '''Scherazard''' - | * '''Scherazard''' - Allows Estelle to be much more agressive, due to making her pokes faster and opening up more damaging combo routes. | ||
* '''Jurio & Chris''' - Makes Estelle's pokes and projectiles much scarier in neutral. | * '''Jurio & Chris''' - Makes Estelle's pokes and projectiles much scarier in neutral. | ||
Revision as of 01:23, 14 November 2023
“ |
A young member of the Bracer Guild who fought to save the Liberl |
” |
Estelle | |
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Playstyle | Poking |
Preferred Range | Mid |
Tankiness Rating | Average (1.07%) |
Difficulty | Easy |
Stats | |
HP | 10926 |
AP | 25 |
STR | 922 |
DEF | 841 |
BRK | 572 |
DUR | 2600 |
SPD | 91 |
AGL | 98 |
SP Gain | 213 |
Introduction
Estelle is the most straightforward character in the game. Her gameplan is one of the simplest there is: poke her opponents with a stick until they die. To that end, she has access to a plethora of long projectiles and fast pokes that lets her dictate the pace of the match. Hard Break comes to mind as one of the best pokes in the game. It's cheap (10 SP), pretty fast, has projectile properties which makes it always win during trades and has some super armor. Comet and Fire Bolt EX are also quite good for ranged encounters, especially the latter since they're homing projectiles. This excellent neutral makes her quite easy to approach as a beginner. However, this comes at the expense of her offense. Since most of her Skills are neutral-oriented, Estelle's combos are rather limited, severely impacting her damage output unless she uses lots of resources. This lack of offense-oriented Skills also makes her pressure and offense virtually non-existent. While she does have a naturally armored pseudo-unblockable projectile in the form of Plasma Wave, it is extremely easy to just dodge it on reaction thanks to its awfully slow startup. As a result, Estelle finds herself having to work much harder than her opponent in order to win.
Estelle is highly recommended for players who loves to dominate the midrange without having to sacrifice their hands
Estelle is a very technical yet beginner friendly character who specializes in mid-ranged neutral. |
Strengths | Weaknesses |
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All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
ABCD
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Charge Attack
[A] |
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j.A
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Falling Attack
j.B |
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Rising Attack
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Skills
Comet
S1 |
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Hard Break
S2 |
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Hurricane
S3 |
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Fire Bolt EX
S4 |
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Plasma Wave
S5 |
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Barrage
S6 |
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Wheel of Time
EXTRA Skill |
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Builds
Note: These builds are mostly here in order to guide new players into how to exploit Estelle's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
- Good accessories for Estelle goes here. Explain why this build is good for her
Recommended Skills
- Hard Break - One of the best pokes in the game, which just so happens to be Estelle's specialty
- Hurricane - Wide launcher that lets her do actual damage at close range
- Barrage - Estelle's best combo ender, although quite expensive
- Comet - Good, quick projectile that makes for yet another great poke in Estelle's arsenal. Interchangeable with Fire Bolt EX
- Fire Bolt EX - Slow, damaging homing projectiles that greatly helps Estelle when out of poking range. Interchangeable with Comet
Recommended Support
- Mustafa - Greatly increases Estelle's reward on hit (her BnB goes from 1.4k damage to 2k damage).
- Anelace - Makes all of Estelle's pokes impossible to contest for 40 seconds.
- Scherazard - Allows Estelle to be much more agressive, due to making her pokes faster and opening up more damaging combo routes.
- Jurio & Chris - Makes Estelle's pokes and projectiles much scarier in neutral.
General Strategy
Neutral
- Explain how Estelle is played in neutral at a fundamental level
Pressure
- Explain how Estelle's pressure works fundamentally
Defense
- List what Estelle's unique defensive options are (outside of system mechanics). This can be either a reversal or a stupidly fast attack
General Counterplay
- List some general Estelle counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Combo Terminology Table
Symbol | Meaning |
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> | Cancel from the previous move to the following move. |
, | Link from the previous move to the following move. |
dl./delay | Delay before using the following move. |
X(w)/whiff | Whiff the following move (do not hit). |
jc | Jump Cancel. |
d./dash | Dash air attacks. Done by pressing the dodge button while standing still |
(X) | Optional input. |
{X}*N | Repeat (sequence) N number of times. |
Solo
- AB > d.A > j.S2/j.S6 (800/1.4k daamge)
- Simple BnB, and one of her only truly reliable combos. Delay j.S2 in order to catch an opponent trying to run away. For AB to connect, Estelle needs to steer to her left while attacking.
- d.[A] > j.S2 (600 damage)
- Extremely simple, SP positive confirm from a dashing Charge Attack.
With accessories
- Combo (damage)
- Specify which accessories are required for this combo to work
- Combo description
With assists
- ABC > S3 jc > j.[A] > j.S2 (1.1k damage)
- Scherazard
- Max range combo. Fire Bolt doesn't combo at this range, forcing Estelle to go straight into Hurricane. Replace j.S2 with j.S6 for 2.2k damage.
- ABC > S4 > S3 jc > j.[A] (1.3k damage)
- Scherazard
- Estelle BnB with Schera. Offer the same reward as her regular combos, while being much easier to pull off than said regular combos.
With accessories and assists
- Combo (damage)
- Specify which equippable items are required for this combo to work
- Combo description
Colors
Default color
Reference (if there's one)
Reference (if there's one)
Reference (if there's one)