Yomi 2/Valerie: Difference between revisions
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==Overview== | ==Overview== | ||
===Lore=== | ===Lore=== | ||
Valerie Rose has heterochromia, meaning she has one blue eye and one green eye. She "sees things differently," and expresses herself through painting. Emotionally, she experiences highs and lows, which she believes gives her even more appreciation for the full spectrum of human feelings. She also happens to like both boys and girls--a crime in the capital city of Flagstone. She now lives at Rook's Morningstar Sanctuary, a protected city labeled as "enemy of the state" by Flagstone. She serves as Rook's artistic advisor, alongside Max Geiger, Rook's scientific advisor. | |||
===Character Stats=== | ===Character Stats=== |
Revision as of 21:13, 9 March 2024
Overview
Lore
Valerie Rose has heterochromia, meaning she has one blue eye and one green eye. She "sees things differently," and expresses herself through painting. Emotionally, she experiences highs and lows, which she believes gives her even more appreciation for the full spectrum of human feelings. She also happens to like both boys and girls--a crime in the capital city of Flagstone. She now lives at Rook's Morningstar Sanctuary, a protected city labeled as "enemy of the state" by Flagstone. She serves as Rook's artistic advisor, alongside Max Geiger, Rook's scientific advisor.
Character Stats
Health | Character Type | Maximum Combo Points | Unique Trait |
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80 | Rushdown | 6 | Agile Hands. You can combo your normal attacks in any order. (Out-of-order normals still count as chain combos). |
Strengths | Weaknesses |
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Moves
Normal Moves
A. Quick Low Attack
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B. Light Low Attack
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C. Medium High Attack
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D. Heavy High Attack
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E. Power Attack
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Low Block
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High Block
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Dodge
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Throw
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Special Moves
X. Three Colors
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Y. Cross Stroke
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Z. Rainbow Stroke
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Super Moves
S1. Chromatic Orb
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S2. Rainbow Disc
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Ability Card
Burst of Speed
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Combos
Basic
Damage Confirm. A > C > D > E > X = 28 Damage / 42 Damage with Pump + 3 Meter. (Any normal, Y, Z, or throw opener works well here too.)
Edge Confirm. A > Z > Z > D > D > E = 34 Damage + The Edge + 2 Meter.
Strategy
Basic Game Plan
As a rushdown character, Valerie is at the advantage in neutral and her S1 also serves as a solid defensive tool - her primary goal throughout the game will instead be building her hand size so that she can threaten higher damage combos. Not counting assistance from her gem, Val's only way to build hand size is to block. With this in mind, you will want to think of cards in hand as a resource that you need to build, cash-out, and then build again. The opponent can of course punish Val for blocking with attacks or throws, so she needs to deter this by poking with her superior neutral options, namely her fast normals. Keeping the opponent afraid of her normals by maintaining a medium-sized hand can be an important part of this resource push and pull; if Val lowers her hand size too much (anything below 7 is dangerous) the opponent can begin to throw with less risk, making it much harder for her to rebuild her hand.
Valerie's high damage combos are locked behind her special moves, primarily her X special, Three Colors. Valerie's X can be pumped to deal up to 21 damage on its own, but doing so will cost three special cards. Valerie's other special moves are solid threats in their own right, but often it is more effective to save them to pump X. Y is an especially good opener threat while the opponent is knocked down, and Z can be a great way to catch zoners by surprise, especially if they have the edge and your A/B normals won't be able to out-speed a projectile. Be conservative when using your specials, but don't completely ignore them.
Powering Up
Valerie has no issues building lots of meter thanks to her unique trait, but will need to carefully decide when to expend cards powering up for her supers. With Val's hand size being such a precious resource she will need to be careful about when and what cards she uses for this. The cards least valuable to Val's core game plan are her Dodge, D, and Throw. The default choice for her power-up will be her S1, which serves as her only reversal; Val's S2 is often okay to just draw from her main deck and she will very rarely need to power-up for meter. Despite its use as a key defensive tool, its important to not weaken your hand by powering up too soon. Waiting until you have at least 9-10 cards in hand before powering up is a usually a solid point of reference.
Knockdown and Rainbow Disc
Lurking insidiously behind Valerie's powerful and fast normal attacks, is her powerful and fast normal throw! The knockdown that this provides allows Val to more easily threaten the opponent with her high/low normal attacks, but also plays well with her plus on block Y special. However, its best addition to her offensive is making it much safer to open with her S2, Rainbow Disc. If Val's S2 doesn't lose to a reversal on knockdown, the opponent will be forced to block (or just accept getting hit) for the next two turns. Since Val is already usually able to combo all of her moves into each other without much effort, the primary benefit of S2 is the opponent losing 2 turns while Val is able to safely poke them. Ideally, you will want to wait to use S2 until your hand is at 11 or 12 cards (unless the opponent is already very close to dying), since you will want to be able to take advantage of the opportunity to more easily land a high damage combo.
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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