Ys vs. Sora no Kiseki: Alternative Saga/Estelle

From Mizuumi Wiki
< Ys vs. Sora no Kiseki: Alternative Saga
Revision as of 06:12, 4 November 2023 by Naptec (talk | contribs) (→‎Combos: Added terminology table)
Jump to navigation Jump to search

A young member of the Bracer Guild who fought to save the Liberl
kingdom when it was thrown into chaos during the Liber Ark incident.
While she canbe reckless and shortsighted, the conflicts she has
overcome have helped her become a trustworthy, capable young woman.


Estelle
YvK Estelle Profile.png
Playstyle Midrange
Preferred Range Mid
Tankiness Rating Average (1.07%)
Difficulty Hard
Stats
HP 10926
AP 25
STR 922
DEF 841
BRK 572
DUR 2600
SPD 91
AGL 98
SP Gain 213


Introduction

At first glance, one would think Estelle is the easiest character in the game. And they would be correct to an extent. 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 finds herself forced to use a lot of highly technical tricks (also known as "jank") in order to match the rest of the cast in terms of damage. 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 both beginners wanting a simple gameplan and players who loves having to work for their damage.


Playstyle
Estelle is a very technical yet beginner friendly character who specializes in mid-ranged neutral.
Strengths Weaknesses
  • Great Neutral: Estelle has access to a plethora of long-range pokes and projectiles that lets her dictate the pace of neutral.
  • Excellent Pokes: Estelle's pokes are some of the best in the game, making her very hard to contest in the midrange.
  • Great Anti-Airs: Estelle's grounded normals and Hurricane are very good at catching aerial approaches.
  • Poor Offense: Most of Estelle's Skills are designed to be used in neutral. As such, her offensive capabilities are somewhat limited compared to other melee characters.
  • High Execution: In order to deal decent damage, Estelle needs to use several technical tricks, making her combos quite hard to learn and land.
  • Bad Air Fighter: Estelle's toolkit is noticeably weaker in the air than on the ground. As such, she is often forced to stay grounded most of the time.
  • Extra Hitstun: For some reason, hitting Estelle on her right side puts her in more hitstun than usual, making punishes potentially more damaging on her.

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
YvK Estelle A.png
A
A
YvK Estelle B.png
B
B
YvK Estelle C.png
C
C
YvK Estelle D.png
D
D
Version Damage Impact SP Cost Cooldown Properties
A 98 4 - - -
B 98 8+4 - - -
C 98 17+4 - - -
D 98, 19 25+6, 13 - - -

Estelle's grounded normals have good horizontal range and are basically impossible to punish if block cancelled. This makes them excellent pokes. A and B also works as quick anti-airs if needed.

Even though Estelle's grounded string usually doesn't combo, she can still force the first two attacks to combo into each other by steering to her left. While this may seem useless, she can dash cancel these two attacks and combo into j.A, giving it some sort of combo niche.


Charge Attack
[A]
YvK Estelle Charge.png
Damage Impact SP Cost Cooldown Properties
117 7 - - Soft Armor

Estelle's best meterless poke, as well as her best way of quickly gaining SP. Doesn't give much reward on hit, though.

  • Gives 23 SP on contact


j.A
YvK Estelle jA.png
Damage Impact SP Cost Cooldown Properties
98 3 - - -

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 it mostly shines in combos. When used normally, it doesn't lead to much on hit, as Estelle can barely combo after Hard Break. However, if Estelle cancels j.A into Hard Break fast enough while dashing, the ground version of Hard Break will come out, instead of the air version. This requires some practice, but mastering this technique is the key to optimize Estelle's damage.

  • Reaches surprisingly far below Estelle
Falling Attack
j.B
YvK Estelle jB.png
Damage Impact SP Cost Cooldown Properties
98 6 - - -

A fairly generic diving attack. Knocks down on hit.

  • Impact frames obtained while as low to the ground as possible


Rising Attack
YvK Estelle Rising.png
Damage Impact SP Cost Cooldown Properties
98 9 1 AP - Soft Armor 1-10

"Universal" Rising Attack. It's a basic launcher that has the merit of being armored all the way through. Can be jump or dash cancelled in order to combo


Skills

Comet
S1
YvK Estelle S1 Ground.png
Ground version
Ground version
YvK Estelle S1 Air.png
Air version
Air version
Damage Impact SP Cost Cooldown Properties
240 (point blank), 15x3 (projectile) 10 12 / 11 / 11 / 10 / 9 - Soft Armor, Projectile

Pretty basic forward-moving projectile. Its speed makes it more suited as a long poke in the midrange. It can also knock down opponents at point blank, although she can't really exploit that property for combos unless Scherazard is active

Air version shoots the projectile at a downwards angle. Because it makes her stall in the air, it can be used to bait anti-airs.

Hard Break
S2
YvK Estelle S2.png
Damage Impact SP Cost Cooldown Properties
270, 35 9 10 / 9 / 9 / 8 / 8 - Soft Armor, Projectile

Estelle's best move. An incredible poke that's cheap and almost impossible to contest due to its projectile properties. If close enough, it'll launch opponents, allowing her to start or continue a combo.

  • Damage is doubled if done in the air
Hurricane
S3
YvK Estelle S3.png
Damage Impact SP Cost Cooldown Properties
180x3, 80 14 20 / 18 / 17 / 16 / 15 - Hard Armor 1-4, Soft Armor

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
Fire Bolt EX
S4
YvK Estelle S4.png
Damage Impact SP Cost Cooldown Properties
122x4 15 25 / 23 / 22 / 20 / 19 - Hard Armor 1-4, Soft Armor
Projectile, Homing

Although slightly 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
  • Frame data assumes point blank
Plasma Wave
S5
YvK Estelle S5.png
"We have unblockables at home"
"We have unblockables at home"
Damage Impact SP Cost Cooldown Properties
1026 8+20 45 / 41 / 39 / 36 / 34 - Hard Armor, Projectile

Pretty gimmicky projectile. While it seems unassuming at first glance, this projectile's main appeal is that it does enough stamina damage to stun most characters in one hit. This trait can make it useful as a high risk/high reward callout, giving Estelle a big damage opportunity if they block it. However, the reward on hit isn't great at all, only giving big damage and a knockdown. Plus, the projectile is easily reactable and avoidable due to its long startup and slow travel speed. Overall a pretty niche tool in Estelle's kit, but not entirely worthless.

  • Adol, Dogi, Cruxie, Agate, Loewe and Lloyd will be able to block Plasma Wave without being stunned
  • Has a small chance of causing Paralysis
  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Barrage
S6
YvK Estelle S6.png
Damage Impact SP Cost Cooldown Properties
70x5, 110x4, 210x2 8+3 50 / 45 / 43 / 40 / 38 - Hard Armor 1-90, Drain

Estelle's combo finisher of choice. Can also be used as a reversal thanks to its speed and armor properties

  • The final hit heals Estelle 10% of it's damage
  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze


Wheel of Time
EXTRA Skill
YvK Estelle EXTRA 1.png
Initial hit
Initial hit
YvK Estelle EXTRA 2.png
Followup
Followup
Damage Impact SP Cost Cooldown Properties
100, 115, 19x84~90 9 (Catch), 20 (Launcher) 100 EXTRA - Invincible
  • Estelle can freely move during the first part of the move. Once she hits the ground, she becomes unable to move
  • The opponent can still cast Skills or use their assist during the freeze


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 - Allows Estelle to stay at her preferred range for 40 seconds.
  • Scherazard - Very beginner-friendly assist, as it gives Estelle tons of much easier routes for roughly the same damage as her advanced combos.
  • 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
> 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

  • A > d.A > j.S2 (700 damage)
Very simple combo that works at all ranges. More than good enough for starting out, especially if you can't pull off the following route.
  • AB > d.A > j.S2 (800 daamge)
More advanced variant of the previous combo, that only works at closer ranges but is more easily hitconfirmable. For AB to connect, Estelle needs to steer to her left while attacking.
  • A > d.A > S2, j.A > dash j.S6 (1.4k damage)
Estelle's BnB. Somewhat difficult to land since a grounded S2 is required to land, but the reward is very much worth the effort, as it doubles her damage output. A microwalk may be necessary if the combo started at close range.
  • AB > d.A > S2, walk j.A > dash j.S6 (1.6k damage)
Optimal BnB. Microwalking is required, otherwise j.A won't connect.

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

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Reference (if there's one)
Color 4 Reference (if there's one)


Navigation

General
Controls
FAQ
Builds
HUD
System
Stages
Netplay
Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
Loewe
Lloyd