Yomi 2/Rook: Difference between revisions
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Rook's first few power-ups lead him into the next stage of his game plan, where he can begin cashing out his built up resources for damage. Rook has fantastic defensive options with the right resources available - Headcrush (S1) is a powerful, safe on block reversal and his Entangling Vines block forms a complete mix-up against all non-projectiles moves when paired with a throw. Entangling Vines is also great because it avoids the high/low mix-up on knockdown. Rook's two supers form the ultimate high risk, high reward mix-up - and if the opponent does not have a reversal faster than 12 speed available, it is true mix-up! If the opponent attacks, his Headcrush (S1) deals a chunky 20 damage on pump, and if they do anything else they eat the life bar annihilating Checkmate Buster (S2, referred to as CMB from here on) for 50 damage! CMB is Rook's scariest option and you should keep it a looming threat over the opponent - anytime Rook has full meter, you can count on them feeling pressured to try to keep attacking you. | Rook's first few power-ups lead him into the next stage of his game plan, where he can begin cashing out his built up resources for damage. Rook has fantastic defensive options with the right resources available - Headcrush (S1) is a powerful, safe on block reversal and his Entangling Vines block forms a complete mix-up against all non-projectiles moves when paired with a throw. Entangling Vines is also great because it avoids the high/low mix-up on knockdown. Rook's two supers form the ultimate high risk, high reward mix-up - and if the opponent does not have a reversal faster than 12 speed available, it is true mix-up! If the opponent attacks, his Headcrush (S1) deals a chunky 20 damage on pump, and if they do anything else they eat the life bar annihilating Checkmate Buster (S2, referred to as CMB from here on) for 50 damage! CMB is Rook's scariest option and you should keep it a looming threat over the opponent - anytime Rook has full meter, you can count on them feeling pressured to try to keep attacking you. | ||
The next half of Rook's offense is | The next half of Rook's offense is capitalizing on his ability to easily inflict knockdowns. Rook's slow attack speed can be ignored while the opponent is knocked down, making his bulky high damage normal attacks a big threat! Since his A normal knocks down, he can also loop this situation even when attacking (something most non-grapplers can't do), by comboing into it with Thunderclap (X). If Rook can make his opponent lose a block on their turn, such as by throwing them or hitting them high/low, it makes for a great opportunity to use his ability Earthquake. Earthquake forces a knock down - you can exploit this even better since you know the opponent is missing of one of their blocks. At this stage of the game, you will also want to keep your best normal moves, A and Entangling Vines, online by exchanging for them somewhat frequently. | ||
===Powering Up=== | |||
Rook's meter management and power up choices require different approaches depending on how the early game develops. Your first power-up should either be for CMB (S2) or two meter. If you have been blocking well and you expect you can safely power-up again in a couple turns, CMB (S2) is the right choice. If you drew Headcrush (S1) early from your deck - or want to bluff that you did - then powering up for two meter is preferred. It is important to remember that Rook needs 3 meter and BOTH super moves in hand to threaten his full super mix-up; this makes for a more lengthy meter building process than most of the cast. In the worst case scenario, where Rook lands no chain combos and draws neither super from his deck, this will require 3 power-ups (and 6 discarded cards, which is hefty price to pay for Rook). Your goal while powering up each game will be finding a more card efficient path to get there. | |||
==Matchups== | ==Matchups== |
Revision as of 07:38, 23 March 2024
Overview
Lore
Garus Rook was not always made of stone, though the circumstances of his transformation are little-known. What is known is that his stone form seems to have slowed his aging and provide incredible armor. He governs the Morningstar Sanctuary, a haven for free thinking, artistic endeavors, and scientific research that is immune to the tyrannical laws of Flagstone. He is kind, thoughtful, and wise. Rook, and his long-time friend DeGrey, are old enough to remember the last time a government stole its citizens' personal freedoms, and DeGrey urged Rook to create an event that would unite the disparate peoples and remind them they are not so different from one another. That event is the Fantasy Strike tournament.
Character Stats
Health | Character Type | Maximum Combo Points | Unique Trait |
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100 | Grappling | 3 | Rock Armor. Your normal attacks beat faster A, B, and C normals, but they damage you first. Their (beaten) attacks can't knock down or gain the edge and you can't combo. |
Overview
Strengths | Weaknesses |
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Moves
Normal Moves
A. Quick Low Sweep
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C. Light Low Attack
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D. Medium Attack
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E. Heavy High Attack
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F. Power High Attack
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Low Block
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High Block
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Entangling Vines
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Throw
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Special Moves
X. Thunderclap
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Y. Landslide
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Z. Windmill Crusher
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Super Moves
S1. Headcrush
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S2. Checkmate Buster
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Ability Card
Earthquake
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Combos
Basic
Knockdown Confirm. F > X > A = 20 Damage + Knockdown. (Works well with any non-A normal opener).
Super "Confirm". Normal Block an Unsafe Move > S2 = 50 Damage + Emotional Damage.
During Knockdown
Low Mix-Up Chain. C > D > E = 21 Damage + 2 Meter.
High Mix-Up Chain. E > F = 17 Damage + 1 Meter.
Strategy
Basic Game Plan
Rook's most basic goal at the start of a match is to begin building a hand, and by extension, meter. His base move set has no way to draw cards outside of blocking, so you will spend most of the early game trying to land successful blocks. Your core mix-up in the early game is block / throw - the important weakness of this mix-up, is that both options will lose to fireballs. Rook, like other grapplers, struggles against fireballs and will need to attempt to snipe them out of play either using his armored Landslide special (Y) or attacking with his A normal on his own turn. You shouldn't worry too much about losing life at this point in the game, Rook's bulky 100 health total is intended to give him extra mileage to survive the early game while he builds up his supplies. Rook has many great offensive and defensive options, but he has to worry about running himself out of gas in the early game since many of them are quite resource hungry.
Rook's first few power-ups lead him into the next stage of his game plan, where he can begin cashing out his built up resources for damage. Rook has fantastic defensive options with the right resources available - Headcrush (S1) is a powerful, safe on block reversal and his Entangling Vines block forms a complete mix-up against all non-projectiles moves when paired with a throw. Entangling Vines is also great because it avoids the high/low mix-up on knockdown. Rook's two supers form the ultimate high risk, high reward mix-up - and if the opponent does not have a reversal faster than 12 speed available, it is true mix-up! If the opponent attacks, his Headcrush (S1) deals a chunky 20 damage on pump, and if they do anything else they eat the life bar annihilating Checkmate Buster (S2, referred to as CMB from here on) for 50 damage! CMB is Rook's scariest option and you should keep it a looming threat over the opponent - anytime Rook has full meter, you can count on them feeling pressured to try to keep attacking you.
The next half of Rook's offense is capitalizing on his ability to easily inflict knockdowns. Rook's slow attack speed can be ignored while the opponent is knocked down, making his bulky high damage normal attacks a big threat! Since his A normal knocks down, he can also loop this situation even when attacking (something most non-grapplers can't do), by comboing into it with Thunderclap (X). If Rook can make his opponent lose a block on their turn, such as by throwing them or hitting them high/low, it makes for a great opportunity to use his ability Earthquake. Earthquake forces a knock down - you can exploit this even better since you know the opponent is missing of one of their blocks. At this stage of the game, you will also want to keep your best normal moves, A and Entangling Vines, online by exchanging for them somewhat frequently.
Powering Up
Rook's meter management and power up choices require different approaches depending on how the early game develops. Your first power-up should either be for CMB (S2) or two meter. If you have been blocking well and you expect you can safely power-up again in a couple turns, CMB (S2) is the right choice. If you drew Headcrush (S1) early from your deck - or want to bluff that you did - then powering up for two meter is preferred. It is important to remember that Rook needs 3 meter and BOTH super moves in hand to threaten his full super mix-up; this makes for a more lengthy meter building process than most of the cast. In the worst case scenario, where Rook lands no chain combos and draws neither super from his deck, this will require 3 power-ups (and 6 discarded cards, which is hefty price to pay for Rook). Your goal while powering up each game will be finding a more card efficient path to get there.
Matchups
Grave[No Data] |
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Jaina[No Data] |
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Argagarg[No Data] |
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Geiger |
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Something about gears. |
Setsuki[No Data] |
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Valerie[No Data] |
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Rook[No Data] |
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Midori[No Data] |
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Bigby[No Data] |
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Troq[No Data] |
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Onimaru[No Data] |
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River[No Data] |
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Lum[No Data] |
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DeGrey[No Data] |
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Menelker[No Data] |
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