Ys vs. Sora no Kiseki: Alternative Saga/Chester

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A white knight who served the lord of Felghana: Count McGuire. He is
a descendant of the hero Genos, who sealed away the demon Galbalan
long ago. He and Dogi trained under Berhardt, a mercenary who helped
him master his dual-blade fighting style.


Chester
YvK Chester Profile.png
Playstyle Hit-and-Run
Preferred Range Mid
Tankiness Rating Below average (1.26%)
Learning Difficulty Intermediate
Stats
HP 10055
AP 22
STR 907
DEF 764
BRK 548
DUR 2525
SPD 117
AGL 128
SP Gain 221

Introduction

Chester is all about movement. On top of his excellent speed stats, he has access to an invincible command dash in the form of Phantom Shift, allowing him to easily weave in and out of his opponent's range and create mindgames in neutral. His projectiles greatly compliments his playstyle: Dagger Throw shoots 5 homing projectiles that each has a chance of inflicting Poison, while Cross Blade naturally creates lots of space between Chester and his opponent. Good management of Chester's movement combined with these Skills makes saturating the opponent's mental stack very easy for him. However, this outstanding mobility comes with its flaws. Firstly, Chester's damage output is very lackluster, rarely breaking 1k damage unless he's willing to spend lots of SP at once. Secondly, his below average bulk requires him to always stay sharp during the match, otherwise he might die sooner than expected. These two traits makes Chester a fairly demanding character who requires patience, a good grasp of his movement and lots of mental stamina in order to be effective. This also makes him quite hard to play in the long run, since he will become more likely to make mistakes.

Movement addicts can't possibly go wrong when picking Chester.
Similar to: Zero Suit Samus


Playstyle
Chester is a master of movement who can easily weave in and out of the fight at a moment's notice
Strengths Weaknesses
  • Outstanding Mobility: Chester's mobility is arguably the best in the game. His feints and lunges makes him very hard to pin down.
  • Great Mental Pressure: Chester's outstanding movement allows him to easily mess with his opponent's head during neutral.
  • Excellent Defense: Phantom Shift is the only invincible non-EXTRA Skill in the game. This allows him to escape combos and pressure setups with extreme ease compared to the rest of the cast.
  • Low Damage: Chester has one of the most limited combo games in the game, severely impacting his damage output.
  • SP Hog: Chester requires a surprisingly high amount of SP in order to stay effective. He also needs it in order to deal decent damage.
  • Mentally Exhausting: Chester requires a lot of patience and quick reflexes at all times. As such, he struggles in the long run, where Chester is more likely to make mistakes.

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

Ground Normal Link
ABCDE
YvK Chester A.png
A
A
YvK Chester B.png
B
B
YvK Chester C.png
C
C
YvK Chester D.png
D
D
YvK Chester E.png
E
E
Version Damage Impact SP Cost Cooldown Properties
A 95 3 - - -
B 95 9+3 - - -
C 95 16+6 - - -
D 95 25+5 - - -
E 95 35+4 - - -
A:
Total: 21
B:
Total: 24
C:
Total: 25
D:
Total: 26
E:
Total: 25

Pretty meh normal link. While the range is good, the first two attacks rarely even connect together, while the rest just doesn't. Chester's A still makes for a good emergency anti-air, though.


Charge Attack
[A]
YvK Chester Charge.png
Version Damage Impact SP Cost Cooldown Properties
Ground/Air
[A], j.[A]
114 6 - - Soft Armor
Dash
d.[A]
114 5 - - Soft Armor
Ground:
Total: 26
Air:
Total: 21
Dash:
Total: 16

Important move for Chester, as this is his fastest way of quickly gaining SP. Its speed makes it particularly good when combined with a homing dash, making for a very quick, nigh unreactable approach option.

  • Gives 24 SP on contact


Air Normal Link
j.ABC
YvK Chester jA.png
j.A
j.A
YvK Chester jB.png
j.B
j.B
YvK Chester jC.png
j.C
j.C
Version Damage Impact SP Cost Cooldown Properties
A 95 4 - - -
B 95 8+4 - - -
C 95 17+7 - - -
j.A:
Total: 21
j.B:
Total: 23
j.C:
Total: 28

Chester's actual normal link. Mostly useful as combo fodder, although it can also be used as a fast approach option when dashing towards the opponent.

Falling Attack
j.D
YvK Chester jD.png
Damage Impact SP Cost Cooldown Properties
95 8 - - -
Total: 24

Only used as a tech trap after connecting with a dashing Charge Attack. Useless otherwise.

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


Rising Attack
Attack while dodging
YvK Chester Rising.png
Damage Impact SP Cost Cooldown Properties
95 8 1 AP - Hard Armor 1-10
Total: 25

"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.


Skills

Phantom Shift
S1
YvK Chester S1.png
Damage Impact SP Cost Cooldown Properties
50 3 6 / 6 / 6 / 5 / 5 - Soft Armor, Invincible 2-8
Ground:
Total: 22
Air:
Total: 12

The reason you play Chester. While not very damaging, this command dash has barely any recovery and makes Chester invincible partway during the animation. It's also extremely quick and cheap, making it very spammable in neutral. Phantom Shift is particularly effective when combined with homing dash and airdashes, as it allows Chester to easily weave in and out of his opponents' attack range while remaining (mostly) safe from retaliation. Master this move and you'll get the hang of how Chester is played.

YvK Poison.png Dagger Throw
S2
YvK Chester S2 Ground.png
Ground version
Ground version
YvK Chester S2 Air.png
Air version
Air version
Version Damage Impact SP Cost Cooldown Properties
Ground 105x5 9 12 / 11 / 11 / 10 / 9 - Soft Armor
Projectile, Homing
Air 105x4 8 12 / 11 / 11 / 10 / 9 - Soft Armor
Projectile, Homing
Ground:
Total: 29
Air:
Total: 20

5 daggers that spreads out horizontally before homing onto the opponent. Each dagger has a chance of inflicting Poison, making it a good option for dealing chip damage over time. Air version sends 4 daggers which are spread vertically

  • Impact frame assumes points blank
Demon Thrust
S3
YvK Chester S3.png
"Here we go!"
"Here we go!"
Damage Impact SP Cost Cooldown Properties
480, 10 11 30 / 27 / 26 / 24 / 23 - Hard Armor 1-4, Soft Armor
DEF Increase
Ground:
Total: 32
Air:
Total: 27

Absolutely gigantic poke that also makes for a good reversal. If the opponent techs the second hit, Chester can follow with an air combo.

Cross Blade
S4
YvK Chester S4.png
Damage Impact SP Cost Cooldown Properties
355 7 25 / 23 / 22 / 20 / 19 - Hard Armor 1-4, Soft Armor
Projectile, Homing
Total: 33

Versatile, deceptively massive horizontal-moving projectile. A useful tool for Chester at close range thanks to its speed. Since it creates a lot of space between him and his opponent, it also works well as a combo ender.

  • Chester is considered airborne during the animation. As such, Cross Blade can't be walk cancelled
Vengeful Blast
S5
YvK Chester S5.png
Damage Impact SP Cost Cooldown Properties
1095, 75 23 50 / 45 / 43 / 40 / 38 - Hard Armor
Total: 48
  • While not a projectile, the hitbox remains active until Chester leaves recovery (and is still a bit active afterwards). For simplicity's sake, only the first active frame (red bar) will be displayed

Pretty good reversal. While slow and expensive, Chester is impossible to contest at close to mid range while active. However, he is still vulnerable to projectile attacks

  • Frame data assumes grounded version. Air version only takes effect once it hits the ground
Aura Charge
S6
YvK Chester S6.png
Damage Impact SP Cost Cooldown Properties
985 7 45 / 41 / 39 / 36 / 34 - Hard Armor
Total: 23
  • While not a projectile, the move remains active even when Chester's animation is done. For simplicity's sake, only the first active frame will be displayed

A slower, stronger version of Phantom Shift. Useful in combos in order to do "big" damage. Also makes for a decent reversal.


Genos Devastation
EXTRA Skill
YvK Chester EXTRA 1.png
Initial hits
Initial hits
YvK Chester EXTRA 2.png
Explosion
Explosion
Version Damage Impact SP Cost Cooldown Properties
Draw-In 14x7 4 100 EXTRA - Invincible
Draw-In
Explosion 480, 185x6 51 100 EXTRA - Invincible
Total: 118

Pretty average EXTRA Skill that's fairly easy to land due to its draw-in property. On hit, Chester can land a Charge Attack for bonus damage and more SP.

  • Causes a hard knockdown when Schera is active
  • 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 Chester's potential to its fullest. Don't be afraid to experiment!

Recommended accessories

  • Airborne Medallion - Greatly improves his midrange presence when equipped, due to being able to do more damage off of pokes

Recommended Skills

  • Phantom Shift - The crux of Chester's movement mixups. A must-have
  • Dagger Throw - Good chip damage option for ranged combat
  • Cross Blade - Main combo ender that pushes Chester away from his opponents
  • Aura Charge - Expensive yet rewarding reversal

Recommended Support

  • Scherazard - On top of making Chester's mobility even better than before, she also indirectly buffs Chester's damage output by opening up his combo options
  • Kevin - Fixed SP means that Chester can just throw out tons Skills without having to worry about their cost
  • Ries - Her SP regen greatly helps Chester's resource management, as throwing out expensive Skills becomes way less commital


General Strategy

Neutral

  • Explain how Chester approaches neutral, ideally at close, mid and long range

Offense

  • Explain how Chester's offense works

Defense

  • Explain how Chester can defend himself from incoming attacks. Don't forget to mention how he can recover once he's on the back foot

General Counterplay

  • List some general Chester 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.
wc Walk 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

  • d.[A] > (j.D) > j.S4 (460 damage)
SP neutral conversion off of an approach with [A]. Becomes SP positive if Chester has a Skill Earring equipped.
  • d.[A] > (j.D) > S3, j.ABC > j.S4 (1.5k damage)
Tech trap that requires a lot of SP but deals good damage for Chester standards.
  • S6 > S4 (1.2k damage)
Reversal combo.

With accessories

  • d.A > RA > j.AB > d.A > S3 > S4 (1.3k damage)
Airborne Medallion
Sample combo off of Rising Attack. A can be inserted at the beginning of the combo, but A > d.A will only connect at max range (even with Dash Ring 4).

With assists

  • ABCDE > S6 > S4 (1.8k damage)
Scherazard
Only works at point blank since Chester's normal string won't combo otherwise. Costs a lot of SP.
  • ABCDE > S3, j.ABC > j.S4 (1.6k damage)
Scherazard
Tech trap route that is slightly more SP efficient than the previous combo.
  • d.[A] > j.D > j.S3, EX, AB > d.ABCD > j.S3 (3.1k damage)
Scherazard
Punish combo from midrange, which does good damage for Chester standards. Does more damage with EX Tome equipped.

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 Sister Nell (Ys: The Oath in Felghana)
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