Ougon Musou Kyoku/Chiester 410: Difference between revisions
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The information displayed here is from the 2022 [https://docs.google.com/spreadsheets/d/1XDgSDY3CVSySpuVgcf4qTxLy-mXrv1hdEZVWqmDchKs/edit?usp=sharing 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. | The information displayed here is from the 2022 [https://docs.google.com/spreadsheets/d/1XDgSDY3CVSySpuVgcf4qTxLy-mXrv1hdEZVWqmDchKs/edit?usp=sharing 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 Chiester 410 for your team''' | |||
*Chiester has many ways to get hits on an opponent, be it with mix-up from her arrow pressure, or from guard breaks. This comes at the cost of the hits coming from this not being very strong, so she greatly suffers in the damage race. | |||
*Chiester's mix-up becomes way deadlier if you throw a big damage character in. You can also get a team that is guard break oriented and gets its hits through overwhelming block punishment. | |||
'''Ange''' | '''Ange''' |
Revision as of 02:49, 18 February 2022
Background
Chiester 410 is furniture first introduced in Banquet of the Golden Witch. Chiester 410 specializes in precision firing, along with a fascination of carrots. She is a member of the Siesta Sister Imperial Guard Corps, a group able to kill with absolute accuracy and deadly forces. Furniture that is under contract with Beatrice, she acts as a weapon for her master, her main weapon being a bow of light, capable of shooting a beam that can strike any person from Chiester 45's data.
Introduction
Strengths
- Great neutral game: Delayed arrows, good anti airs, j.236X and other tools allow her to keep an advantage whie far away.
- Break-Boost can be game changing:Some specials or supers become a guaranteed Guard Break thanks to her ability.
- Great pressure and set-play: 214X/63214X for oki, a lot of guard damage thanks to her ability, cross-up in her j.8C, and a throw that allows her to MetaSuper, which enforces a lot of guard damage and mix-ups for 410 and her partner, make this seemingly zoning-based character a threath up close.
Weaknesses
- Very low damage: Since her combos already do low damage, and guard break combos force a prorate on top of that, makes her normal gameplan un-rewarding at times.
- Hard normals to use on midrange: f.5B whiffing on crouchers, slow pokes, or stubby normals make her midrange without an arrow flying around not scary.
- Bad options to deal with pressure: While she has a metered reversal, it's a slow one. Her abare options aren't the best, and she doesn't gain much from a succesful mash due to the aforementioned low damage.
Health - 1450.
Ability
Break Boost - Increases the rate that you can fill up your opponents Break Limit gauge.
Moves
Extra Moves
Triangle Jump 「三角跳び」 ― 9 in the air against the wall
A wall jump.
Normal Moves
Standing
c.5A
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f.5A
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c.5B
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f.5B
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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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3C
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Jumping
j.8A
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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
B+C |
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Special Moves
Golden Bow 「黄金の弓」
(j.)236A/B/C |
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Rolling Bunny 「うさぎローリング」
623A/B/C |
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Guided Anti-Air Arrow 「地対空誘導矢」
214A/B/C |
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Delayed Guided Anti-Air Arrow 「地対空誘導矢あさって」
63214A/B/C |
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SP Supers
Five Consecutive Pursuit Arrows 「五連続追撃矢」
(j.)236A+B |
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Dreaming Rolling Bunny 「夢見るうさぎローリング」
623A/B/C |
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Guided Buckshot Arrow 「散弾誘導矢」
214A+B |
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Delayed Guided Buckshot Arrow 「散弾誘導矢あさって」
63214A+B |
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Level 2 Supers
【Rabbit Dance 「うさぎたちの舞踏」】
236236C |
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Meta Super
Guided Firing System Activate 「射撃誘導システム起動」
641236C during MetaWorld |
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Frame Data
KD = Knockdown | Frames | Frame Advantage | Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 300 | 0-1 | ? | ? | TKD | |Switches Sides; 27 Duration on Whiff Normals ------------------------------------------------------------------ c.5A | 54 | 6 | 3 | 7 | +0 | +0 | f.5A | 54 | 4 | 4 | 6 | +0 | +0 | 2A | 54 | 4 | 4 | 3 | +3 | +3 | c.5B | 90x2 | 6 | 2(12)2 | 18 | -4 | -6 | f.5B | 135 | 8 | 3 | 16 | -3 | -5 | 2B | 165 | 8 | 3 | 15 | -2 | -4 | c.5C | 270 | 10 | 2 | 18 | +5 | +2 | f.5C | 240 | 13 | 5 | 18 | +2 | -1 | 2C | 210 | 9 | 11 | 22 | UKD | -11/-1 | j.5A | 60 | 3 | 9 | 6 | | | j8.5B | 150 | 7 | 6 | 7 | | | j8.5C | 252 | 10 | 6 | 12 | | | j(7/9).5B | 150 | 8 | 9 | 9 | | | j(7/9).5C | 252 | 10 | 7 | 8 | | | Command Normals ------------------------------------------------------------------ 6C |210,120| 7 | 4,4 | 27 |-10,-6 | -13,-9 | 3C | 240 | 8 | 18 | 18 | UKD | -11/+6 |
Strategy
Feel free to edit this part of the wiki with your tips/strats on how to use Chiester and her strategy vs specific characters. 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 Cheister 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 Chiester 410 for your team
- Chiester has many ways to get hits on an opponent, be it with mix-up from her arrow pressure, or from guard breaks. This comes at the cost of the hits coming from this not being very strong, so she greatly suffers in the damage race.
- Chiester's mix-up becomes way deadlier if you throw a big damage character in. You can also get a team that is guard break oriented and gets its hits through overwhelming block punishment.
Ange
- Conflicting abilities, low damage, no real gameplan. Quite hard to hit though.
- If you’re amazing at mixup this team could hold some potential.
Battler
- Great neutral and BreakBoost with Battler’s MetaSuper can be used to bring the opponent’s guard capacity up before approaching, but there’s overall no particular reason to pick 410 over Lucifer for stronger neutral or Beatrice for higher damage.
- It’s kind of a balance between the two, but this team will struggle terribly for damage, far more than either struggle with anything.
Black Battler
- Fragile and suffers from the same issues as Bat/410 in addition to basically never stunning.
- Far too reliant on mixup that will get pretty desperate. 410 isn’t a good Massacre user.
- You can use BB SP2 to get a free 410 MetaSuper though so there’s that.
Beatrice
- 410’s deceptively strong neutral that unfortunately lacks a solid reversal really appreciates the extra SP Beatrice can give. Free SP arrows are a genuinely good option for gaining momentum on almost any character in neutral.
- However the real advantage this team holds is in BreakBoost towers. One issue Beato suffers from is her inability to keep guardbreaking the opponent as easily over the course of the match (due to guard capacity increasing with each break), which is often her main path to big damage. 410 completely removes this issue and makes those earlier breaks all the faster. That said, it can actually make the opponent’s guard break too fast at least at first, so Beato might need to adapt her gameplan for those first few MetaWorlds.
- A slightly unwieldy, but very strong, team.
Bernkastel
- It hogs MetaWorld very consistently, and it holds onto momentum probably better than any other team in the game. This combined with 15-second GuardBoost Bern means the opponent will find it difficult to actually do anything after the first time you MetaDeclare. Teams that are capable of higher damage-dealing probably won’t get much of an opportunity to ever get around to it, similar to with Bat/Rono.
- Damage can leave a bit to be desired, but this team has some of the best neutral and mixup in the game. Expect to win most exchanges against pretty much everyone, however the playstyle these two come together to form isn’t very intuitive, so it’s probably one of the harder teams to really get good with. *Neither of these two have a reliable reversal either, so if you get pressured without meter you’ll probably die. In this sense it’s an execution-heavy team, you need to outplay at least to begin with.
Dlanor
- Another Dlanor team that likes to win by timeout. 410 is hard to hit and ArmorBoost only exacerbates her frustrating bulk, and Dlanor’s large normals combined with BreakBoost gives her a kind of brute force.
- Nevertheless this team struggles with damage, at least without somemeter-hungry plays from Dlanor. Dlanor doesn’t seem to have any special interaction with 410’s MetaSuper.
- It’s hard to pick 410 over Bern for her here.
Erika
- No gameplan, too neutral-focused, poor synergy. Good at keepaway and not much else.
- Low damage and short combos. Reset-heavy, but decent mixup.
EVA-Beatrice
- 410, whose damage isn’t great, appreciates the boost from Berserk, and Eva’s SP jelly and spiderweb are prime recipients for BreakBoost, so there’s some ability synergy here.
- Eva can also make decent use of 410’s MetaSuper as the slightest opening means a command grab for her. Can be extremely hard to hit when used right, but it’s not clear why someone should use 410 over Luci, at least after the first guardbreak.
- The reason that really holds this team down is just its lack of snowballing momentum for a team that overall revolves around big damage.
George
- Pretty excellent mixup and decent neutral, can be a pretty annoying team but generally doesn’t come out on top.
- Easy to bully early in the match. Bad damage.
Jessica
- A team that really rewards players who have experience and quick reactions. 15-second BreakBoost Jessica is a force to be reckoned with, and guard damage options like her 214B in the corner at sufficient guard capacity (beats almost all reversals and backdash and you can combo off a break) and her mash EX become not only threatening for longer, but at lower capacities. You do however need a pretty advanced feel for when the opponent will guardbreak.
- 410’s MetaSuper is a little more threatening with ShaveBoost involved, and Jessica can capitalise on Attack Touching into it with her fast and adaptable pressure, but like many 410 teams this is relatively hard to get the hang of.
- Nevertheless this team has a unique and deadly momentum when used right. Beware of Assault Touch, but the opponent does themselves no favors wasting SP on that against this team.
Kanon
- Silent Attack with 410’s MetaSuper is kind of nice, but it’s a bit of a marginal advantage especially on a team that can mostly only play rushdown.
- These two have a strong neutral but they struggle to do much damage without constant resets; a big part of why Luci/410 is good is the added dimension to mixup and damage that Luci’s ability adds. Lacking this here is just a shame.
Lambdadelta
- A very fun team that would be great if Beato/Lam didn’t exist, which makes it a bit irrelevant.
- Comet will break the opponent’s guard every time with BreakBoost no matter how much their capacity increases by. Only Dlanor can block it with her Cornelia/Gertrude buffs.
- 410’s MetaSuper has interesting interactions with comet and can force a break even at fullscreen with no combo into the setplay, but this is partly based on RNG which isn’t that great.
- They struggle with damage and meterless play otherwise, but their neutral is strong (if annoying).
Lucifer
- A great pick if neutral and mixup are your ultimate strengths. These two have answers between them to any character’s moveset and their mixup can be very overwhelming (410 can loop momentum with her MetaSuper off any Attack Touch from Luci or her own grab, and you will also constantly guardbreak) but they lack defensive options so they need to play rushdown and approach neutral skilfully.
- Probably one of the hardest teams in the game to get good at but well worth the effort. You’ll need to be a dynamic player to avoid becoming predictable.
Ronove
- A decent combination in terms of movesets and 410 really likes CounterBoost damage, but Rono probably has the least use for BreakBoost out of the entire cast and his own ability brings its duration down by over half when MetaDeclaring. It’s also hard for him to really capitalise on 410’s MetaSuper unless the opponent’s guard breaks early.
- The opponent is probably just going to be blocking or jumping for its duration, but CounterBoost dissuades them from doing anything else even more for what that’s worth.
- There’s just no real synergy here, both characters would prefer a different but similar partner.
Rosa
- BreakBoost can work well in tandem with Detachment but it’s a lot to think about if you want to be able to break the opponent’s guard towards the end of the Detachment recovery and it’s not likely to always play out that way.
- This team also doesn’t have that much to do to an opponent once they’re guardbroken. Rosa can’t really capitalise off 410’s MetaSuper either, although Detachment is a nice added element to it. Struggles a bit defensively too. Still, fair neutral.
Shannon
- These two are just really hard to play together for the amount they can actually do. BreakBoost Shannon can start her corner loop from lower guard capacity by doing 22SP and 236SP at just the right bracket, but this is a difficult, albeit powerful, tool to make use of. She is a very powerful use of BreakBoost when the chance arises, and a reversal that can punish someone who tries to bait it is scary.
- 410 benefits from AutoGuard more than some others, but she is focused on counterplay anyway.
- Their roles are obvious with 410 handling neutral and Shannon handling damage, but compared to a dynamic like Luci/Beato it’s hard to justify playing them if that's the ganeplan you enjoy.
- Shannon can capitalise on 410’s MetaSuper to an extent though with her crossups and her own MetaSuper.
- Above average health and Autoguard grants this team a bit of a safety net though, which is always preferred than not having it.
Virgilia
- Very good, but Luci/Lia is probably still better. BreakBoost is a great asset to Lia’s corner setups though, and if you’re really smart you can probably capitalise on 410’s MetaSuper with Lia.
- Nevertheless the lack of good defensive options or speedy pressure on either of these characters leaves them likely to lose momentum and get thrown around.
Willard
- Great neutral but Will does not appreciate 410’s MetaSuper and this pair can find it tricky to guardbreak even with BreakBoost.
- Few reasons to use this over Luci/Will.
Sample Combos
Feel free to edit this part of the wiki with your tips/strats what combos to use. Remember I'm watching you.
2A > 5B > 2B > 5C > 2C > 623A, 214X/63214X: Basic Midscreen BnB combo.
2A > 5B > 2B > 5C > 2C > 623C, OTG 2AA > f.5AA > 2B > 2C > 63214X: Corner BnB with an OTG Extension that is safe against some characters. Most of the cast can dash and punish you, but others can't, like Shannon, Beatrice, or unloaded Rosa. You want to use 63214X instead of 214X since it places the arm hurtbox of Chiester behind her instead of in front, which it is sometimes the sole reason as to why some characters can't hit you in recovery of it.
2A > 5B > 2B > 5C > 3C > A+B+C > 5A > 6C > 641236C: Basic Meta Super setup.
j.9C > j.9B, [66 c.5B > 2B > 5C] x N > 3C > Meta Declare > 6C > 29j.A > j.B > j.C, 641236C > Neutral Tag > Combo sequence with your partner ending in 2C > Attack Touch > 6C > 214A, 2A > 2C> 214X/63214X: Video example. The combo sequence will vary from partner to partner, but the idea is the same. Characters with above average stun may need more hits, and lower stun ones may need less.
From a 2C Attack Touch... 5A> 6C> 214A, 2A > 2C> 214X/63214X: Double arrow Oki from a 2C cancelled into Attack Touch.
After a successful MetaSuper hit: [2AA> 2B> f.5C] x N: (N being the number of reps left after MetaSuper). End into a 623X route if you want to stay with 410, or combo into Attack Touch and a combo with your partner after.