Alice Gear Aegis CS/Yotsuyu
Introduction
Yotsuyu kind of feels like what Altlene from Busou Shinki: Battle Masters would play like if she had an actual projectile game since her "exclusive" equipment were all melee weapons. Anyway, Yotsuyu's exclusive kit is tuned to be the "Temjin" of this game. While the official Japanese website says that she's meant to be a close-range melee fighter, that's sort of true; she's actually more of a well-rounded Actress that's slightly better at mid-ranged firefights who can do close-range combat in short bursts. Her shots don't look as flashy but have pretty high accuracy. Like the Temjin, her combat performance scales very well with player skill. The effectiveness of her charged T-Skill lives or dies on how well the player's good at preventing Yotsuyu from taking knockback damage dealt by the opponent. And you really want to make sure her charged T-Skill is working for as long as possible. On top of all this, Yotsuyu's exclusive kit has one final trait unique only to her: they'll deal less damage compared to similar weapons in the same class, but also means the opponent won't get a lot of Red HP in return. Miscellaneous Info/Links1. Good Smile Company's Figma brand is responsible for making any figurines of Yotsuyu, so consider yourself lucky if you're a fan of hers since you don't have to worry about putting her together out of the box. Link to her exclusive kit figure here
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Evaluation
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Exclusive Kit
Firearm Gear: Izumo #D
The Normal shots aren't anything to write home about, but its Charged Shot more than makes up for that. Just keep in mind that the weapon's reload is a little bit on the slow side.
Ammo Capacity: 12
Reload delay after firing: 1.6 seconds
Full reload from 0 ammo: 2 seconds
Normal Shot
Range: 80
Ammo consumed: 3
Rounds fired per shot: 3
Base damage per hit: 43
The velocity of the bullets feel slow for a rifle that looks like it came out of Warhammer 40,000, but they're pretty accurate compared to similar Firearm Gear. The opponent will go into knockback from 2 hits, and knockdown in 5.
Normal Shots are recommended in situations when you can spot an opportunity to punish your opponent's sloppy movement or whiffed attacks. They're also a good way to continue your combo as well.
The properties of the weapon remain the same when fired in the middle of a Dodge, except it'll force Yotsuyu to remain stationary just long enough for the opponent to punish her if the attack misses.
Charged Shot
Charge time: 1 second
Range: 100
Ammo consumed: 4
Rounds fired per shot: 1
Base damage per hit: 240
The Charged Shot fires a big lemon energy ball toward the opponent. Its inherent accuracy, faster velocity, and large hitbox means that you're incentivized to use this more often than her normal shots. A direct hit from this projectile won't cause knockdown, and you can usually follow up the combo with a Normal Shot from a maximum range of 30 if you can react fast enough.
SP Assist
Standby until fire: 1.23 seconds
Base damage per hit: 60
Standard SP assist attack of two sets of three projectiles that shoot out in a fan spread.
Unlike everything else in Yotsuyu's kit, this is the only attack that applies normal damage and normal red HP generation.
Clash Gear: Habakiri #D
A two-handed sword. Attack speed is above average for its class but it's advised to proceed with caution when using it against Actresses who specialize at this type of combat.
Normal Attack
Autoboost range: 23
Attack animation: 10 frames
Number of swings: 3
Base damage per hit: 48, 56, 120
The only real disadvantage to this attack is its short autoboost range. Otherwise it's a pretty good attack by itself or a nice follow up to a successful hit with a charged shot.
Forward Attack
Attack range: 21
Attack animation: 34 frames
Number of swings: 2
Base damage per hit: 40, 120
This attack will not deplete the Boost Gauge even though you can see her moving forward.
Keep in mind that Yotsuyu will only swing her weapon after she travels the maximum autoboost distance since this move is meant to chase down retreating opponents. She must also commit to completing the attack before she's able to do anything else.
The Japanese wiki says that it's also good to end combos with as well.
Side Attack
Autoboost range: 30
Attack animation: 7 frames
Number of swings: 2
Base damage per hit: 48, 112
Standard clash attack where Yotsuyu autoboosts at a curved angle towards the opponent.
Back Attack
Attack range: 15
Attack animation: 32 frames
Number of swings: 1
Base damage per hit: 100
Gives minor knockback resistance during her attack animation. It's also deceptively fast despite having a "slow" startup animation.
Can be used as part of a combo if you can execute it fast enough.
Shift Attack
Number of swings: 2
Base damage per hit: 40, 64
Standard tag in two-handed sword attack animation.
SP Clash
Attack range: 22
Attack animation: 38 frames
Number of swings: 4
Base damage per hit: 40, 40, 64, 120
Standard SP Clash attack animation. Damage is lower than normal to compensate for lower Red HP generation.
Torso Gear: Susanoo #D/T
This equipment has two roles: a long range homing laser attack, or a close-range zoning/pressure one.
Normal use recharge time: 3 seconds
Full Gauge recharge time: 10 seconds
Normal Activation
Range: 75 (homing lasers) and 13 (pigeon)
Base damage per hit: 20 x 3 (lasers only) or 100 (pigeon only)
Deploys a pigeon in front of Yotsuyu, which slowly moves towards the opponent for about 1 second before firing off a set of 3 homing lasers and disappearing. The homing lasers are clustered in a way that they're essentially one solid line, so the opponent will instantly take 3 hits on impact. You can use the homing lasers to force the opponent to move in a way to make it easier for Yotsuyu's F-Gear to hit them.
If the pigeon is deployed within 13 range of the opponent, they can run into it before the lasers fire, meaning that this part of the skill can be used in a combo as you can cancel into it from most of Yotusu's clash attacks. Sometimes the impact caused by the pigeon will make the opponent fly up, especially during a combo. Scientists are still figuring out why this phenomenon occasionally happens.
Charged Activation
Charge time: 0.75 seconds
Range: 45
Projectiles fired per burst: 4
Base damage per hit: 10, 10, 10, 9
Deploys a satellite pigeon to the left and right sides of Yotsuyu, and will alternate firing four lasers about a split second after the other finishes shooting. Each pigeon will automatically disappear after firing 4 sets of lasers. The lasers are not homing, but their tracking power is just about as strong as Yotsuyu's F-Gear, meaning that once she gets her opponent into range, they'll have a high chance of getting hit from her projectiles, or be forced to move in a way that they'll be hit by a well timed charged shot.
Because this move is pretty strong, the developers balanced it out by having both satellite pigeons instantly disappear if Yotsuyu takes knockback damage or gets knocked down, so you can't just carelessly pop this off and expect an easy win.
One unique trait of this charged skill is midway through the ability, your T-Skill Gauge will begin recharging automatically, meaning that if you're able to successfully let the satellite pigeons run their course, you'll have to wait only 1.8 seconds to be able to use Yotsuyu's charged T-Skill again. Or you can use her normal T-Skill ability to shoot homing lasers while her satellite pigeons continue the pressure.
Leg Gear: Susanoo #D/B
One of the few very unique L-Skill abilities in the game, and it's a pretty good one.
Full Gauge recharge time: 9.5 seconds
Skill effect properties: Knockback resistance and 50% damage reduction on all hits taken
Skill effect duration: 8.5 seconds, or when 100 damage is absorbed, or when hit by an SP Clash or SP Skill
Projectiles fired after skill effect ends: 3
Projectile range: 80
Base damage per hit: 50
By default, it'll deploy three pigeons around Yotsuyu that act as a unique defensive shield for her. If the opponent is unable to destroy the pigeons before they naturally run their course, they'll automatically fire three fast-moving projectiles clustered together like one single projectile and take 3 hits simultaneously. In this situation, the player is free to execute some risky moves against the opponent since the timing of the pigeons firing on top of the other buffs the skill effect provide would cover Yotsuyu's 'mistakes.'
If the opponent is able to end the pigeon shield prematurely by dealing enough damage, they still have to worry about the automatic counterattack fired from the pigeons that have a good chance of stopping their momentum the closer they are to Yotsuyu unless they were using an SP Clash or SP Skill to hit her.
SP Skill
Attack range: 45 (melee)
First hit Shield break: Yes
Number of swings: 4
Base damage per hit: 80, 80, 80, 250
Additional SP Skill effect: Knockback resistance for 10 seconds after activation
Although the range says it's 45, it's easily avoidable by the opponent if Yotsuyu's further than 14 units away and has Boost Gauge available to Step away from it if you activate the SP Skill by itself.
Where the SP Skill truly shines is when you use it as part of a combo. The Japanese wiki says that you can deal 700 damage (or 70% of the opponent's total health with default stats) if you're able to start it off with a charged shot. Not only that, this move generates the least amount of Red HP for the opponent to use, so that more than makes up for the reduced damage this ability deals out.