Spectral vs Generation/Erile: Difference between revisions
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* '''Very Average Damage''': Combos utilizing his Stand usually scale a lot, especially his Tandem Super (236236D), and since his LVL 3 is a heal, he doesn't have a reliable way to cash out his Burst combos. As such, Erile has to effectively rely on resets and his strike/throw game where his other fellows in the top tier list usually kills their opponent at that point. | * '''Very Average Damage''': Combos utilizing his Stand usually scale a lot, especially his Tandem Super (236236D), and since his LVL 3 is a heal, he doesn't have a reliable way to cash out his Burst combos. As such, Erile has to effectively rely on resets and his strike/throw game where his other fellows in the top tier list usually kills their opponent at that point. | ||
* '''Poor Defense''': Erile has no meterless reversal whatsoever, and a lot of his defensive options aren't that good to begin with. He has to rely on system mechanics such as Parry, Guard Cancel, or wakeup Burst. | * '''Poor Defense''': Erile has no meterless reversal whatsoever, and a lot of his defensive options aren't that good to begin with. He has to rely on system mechanics such as Parry, Guard Cancel, or wakeup Burst. | ||
* '''Meter IS My Stand''': Because of the previous con, Erile is heavily reliant on meter | * '''Meter IS My Stand''': Because of the previous con, Erile is heavily reliant on meter not only to get out of pressure, but to also deal damage or do pressure of his own. A meterless Erile is significantly less threatening for his opponent. | ||
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Latest revision as of 10:44, 5 April 2024
Erile | |
---|---|
Health | 500 |
Pre-Jump Frames | 3 |
Play Style | Rushdown, Mixup |
Dash Type | Run |
Character Background
Race: Human
Motivation: To bring an end to chaos
Weapon: Devil God Sword Ralf + Flandis
Likes: An ordinary life
Dislikes: Unbearable pressure
Gameplay Overview
Playstyle
Erile is a strong close to mid pressure based character who uses his unique "Stand" and deceptively large normals to make his way in. With both a good strike/throw game and great frame data, he becomes very scary when in front of his opponent. However, He really wants meter to make all of this work, and his defensive options aren't as good as his offensive ones I.E no meterless reversal and having to rely on system mechanics to get out of pressure. Other than that, Erile can still choose to play agressively or reactively because of his kit. Erile utilizes his "Stand" and great frame data to get in and decimate his opponents, or play footsies and crush his opponent's approaches. |
|
Pros | Cons |
|
|
Normals
Close Standing Normals
c.5A
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c.5B
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c.5C
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c.5D
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Far Standing Normals
f.5A
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f.5B
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f.5C
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f.5D
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Crouching Normals
2A
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2B
|
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2C
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2D
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Air Normals
j.A
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j.B
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j.C
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j.D
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Command Normals
3C
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4C
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j.2C
|
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Chain Specific Normals
cl.CCC
|
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Throws
A/B+D
|
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Sword Series Slash (Dust)
5/2B+C
|
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Taunt
C+D
|
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Specials
Soul Bash
236A/B/C |
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Wind Combination
236D |
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Soul Rush
214A/B/C |
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Moon Saw Pressure
63214D |
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Air Soul Bash
j.236A/B/C |
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Supers
Level 1 Supers
Cloudy Blade
236236A |
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Soul Elimination
236236B |
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Tiger Blade
236236C |
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Kaiser Execution
236236D Hold D |
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Level 3 Super
Aqua Lovers
214214D |
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Strategy
Neutral
Offence (On Hit)
HKD OKI
Offence (On Block)
Defense
Combos
Combo | Total Damage | Meter gain | Notes | ||
Meterless Basic Combos | |||||
cl.D -> 5B -> 5C > 236D > j.C | 129 | (+.75) | Meterless reset. Dash under for crossup | ||
cl.B xx 5A -> 5C > 236D > j.C | 143 | (+.85) | Same reset but from a cl.B link | ||
5A -> 5B > 214A | 65 | (+.10) | Tip of 5A confirm | ||
j.236A/B/C >> j.C > cl.CC > 236D > j.C | 134 | (+1 bar) | Confirm off of j.236x | ||
cl.D -> 5B -> 5C > 236C xx 5C(1) > 214C | 127 | (+.75) | Corner only. Reset to meaty 214C. 236C whiffs on crouchers other than Earth/Krayce | ||
cl.CCC > 236C >> 5B+C (AAABBBCCCDD) | 140 | (+1.20) | Corner only. Only meterless way to get dust on every character. | ||
One Bar Combos | |||||
cl.D -> 5B -> 5C > 236D SOT >> 214C >> 5B+C (AAABBBCCCDD 236D) | 185 | (+1.5 bars) | Erile's BnB. Builds back the bar you spent. | ||
cl.CCC > 236C >> 236C >> 5C > 214A >> 236236C | 195 | (-1 bar) | Corner only | ||
Two Bar Combos | |||||
cl.D -> 5B -> 5C > 236D SOT >> 214 C >> 236236B | 235 | (-2 bars) | Main meter dump combo. Works anywhere. | ||
cl.B -> 5C 236D SOT >> 214C >> 236C >> cl.C > 214A > 236236C | 259 | (-2 bars) | Corner version. | ||
Burst Activation Combos | |||||
cl.D > 5B > 5C > 236D SOT >> 214C >> j.BCD >> 236236B | 237 | N/A | Only real midscreen route using burst. | ||
cl.D > 5B > 5C > 236D SOT >> 214C >> 4C >> j.BCD >> 2B > 236236B | 273 | N/A | Corner only. | ||
cl.D > 5B > 5C > 236D SOT >> 214C >> 4C >> j.BCD >> 2A > 5B > 5C > 236236B | 277 | N/A | Corner only. Slightly harder route but easier on fast fallers. | ||
BCD >> cl.A > 5B > 5C > 236236B 139 | 139 | N/A | Corner only. Combo off of raw burst activate. | ||
Tandem Setups | |||||
|
130
105 108 |
(-1 bar)
0 0 |
Main corner route into Tandem reset with high and low routes. | ||
|
125
103 100 |
(-1 bar)
(+.75) (+.75) |
Midscreen version. Can replace the routes after the reset with the corner versions depending on screen position. |