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 is the most straightforward character in the game. 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 at most), 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. Estelle also has the most versatile Charge Attack in the game. On top of being a very good poke in its own right, it also works wonders during combos, either as a starter or for extending them. This makes her great at whiff punishing, especially if her EXTRA Skill is ready. This excellent neutral control makes her very easy to approach as a beginner; however this comes at the expense of her offense. Since most of her Skills are neutral-oriented, Estelle's combos are rather limited. While her damage potential is decent, most of her starters won't lead to much damage without having to use lots of resources. This lack of offense-oriented Skills also makes her pressure virtually non-existent. While she does have a naturally armored pseudo-unblockable projectile in the form of Plasma Wave, it is very easy to just dodge it on reaction thanks to its awfully slow startup. As a result, Estelle finds herself having to play neutral for much longer than the average character.
Estelle is highly recommended for players who wants great control over the neutral game while still maintaining some degree of freedom. Similar to: Charlotte (Samurai Shodown), Chun-Li (Street Fighter 3.3), Lucina (SSBU)
Playstyle
Estelle is a very flexible, beginner-friendly character who specializes in mid-ranged neutral and whiff punishes.
Strengths
Weaknesses
Great Neutral: Estelle has access to a plethora of long-range pokes and projectiles that lets her dictate the pace of neutral.
Outstanding Pokes: Estelle's arsenal contains some of the best pokes in the game, allowing her to always fight back at long range.
Good Punishes: Estelle's Charge Attack allows her to easily punish an opponent's mistakes. This can especially hurt when EXTRA Skills are involved.
Flexible: Estelle has great synergy with a lot of assists and accessories. On top of that, almost all of her Skills are worth using, making her one of the most flexible characters in the game.
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.
Bad Air Fighter: Estelle's air game is one of the worst in the game. As such, she is 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
Ground Normal Link ABCD
A
A
B
B
C
C
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, 10
-
-
-
A:
Total: 16
B:
Total: 20
C:
Total: 21
D:
Total: 24
D:
Total: 24
Estelle's grounded normals have good horizontal range and are basically impossible to punish if block cancelled. This makes them excellent pokes, although they don't combo into each other. However, she can force A and B to combo by steering to her left after inputting A. While this may seem useless, both attacks are dash cancellable, making it fairly good/important in combos. A and B also works as quick anti-airs if needed.
B will only start hitting opponents in front of Estelle starting frame 4
Charge Attack [A]
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground [A]
117
7
-
-
Soft Armor
Air j.[A]
117
8
-
-
Soft Armor
Dash d.[A]
117
6
-
-
Soft Armor
Ground:
Total: 24
Air:
Total: 23
Dash:
Total: 15
Estelle's best tool. While it doesn't grant that much SP on hit, it compensates by being easy to land in neutral. It's also a great combo starter when performed while dashing, as it easily combos into j.B. On top of that, Estelle can fairly easily insert it into combos, in order to make them more SP efficient. Abuse this move, it's great.
Gives 23 SP on contact
Air Attack j.A
Situationally great combo tool
Situationally great combo tool
Damage
Impact
SP Cost
Cooldown
Properties
98
1
-
-
-
Total: 21
A very unique air normal, which you would usually find on ranged characters. Its incredible speed (only 1 frame of startup!) makes it a surprisingly good burst option at longer range, although Estelle doesn't have the means to capitalize on it. This is due to its high vertical knockback and low hitstun. As such, comboing afterwards is only possible if Estelle spends a lot of resources.
d.A will put Estelle into a grounded state if cancelled early enough. This is especially important for comboing into her EXTRA Skill.
Reaches surprisingly far below Estelle
Falling Attack j.B
Generally great combo tool
Generally great combo tool
Damage
Impact
SP Cost
Cooldown
Properties
98
6
-
-
-
Total: 19
Due to variable frame data, the active frames are represented by the red bar
The best Falling Attack in the game, and an absolute godsend in Estelle's combo game. While its neutral applications are fairly limited, its most important trait is the ability to cause a "hard" knockdown, which is extremely rare in Ys vs Trails. This is especially useful for Estelle, as comboing into Skills is naturally quite hard for her. She can easily combo into it after a dashing Charge Attack of a Rising Attack.
Frame data obtained while as low to the ground as possible
Rising Attack Attack while dodging
Damage
Impact
SP Cost
Cooldown
Properties
98
8
1 AP
-
-
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
Comet S1
Ground version
Ground version
Air version
Air version
Damage
Impact
SP Cost
Cooldown
Properties
240, 15x3
10
12 / 11 / 11 / 10 / 9
34
Soft Armor, Projectile
Total: 27
Pretty basic forward-moving projectile. While it does less damage than Fire Bolt EX and doesn't have homing properties, its speed makes it a very good poke at mid-long range. It can also sometimes cause knockdowns, although Estelle can't exploit that property unless she uses Scherazard.
The air version shoots at a downwards angle. Because it makes her stall in the air, it can be used to bait anti-airs.
Hard Break S2
Version
Damage
Impact
SP Cost
Cooldown
Properties
Ground
270, 35
9
10 / 9 / 9 / 8 / 8
35
Soft Armor, Projectile
Air
270x2
10
10 / 9 / 9 / 8 / 8
35
Soft Armor, Projectile
Ground:
Total: 27
Air:
Total: 24
The ultimate poke. On top of being fairly cheap, it's almost impossible to contest in neutral due to its fast startup and projectile properties. It also works really well as a cheap combo ender, especially the air version since it does twice as much damage as the grounded version. That said, the ground version allows Estelle to tech trap with her Charge Attack for additional damage. Overall amazing move, as well as a must-have in Estelle's arsenal.
Hurricane S3
Damage
Impact
SP Cost
Cooldown
Properties
180x3, 80
14
20 / 18 / 17 / 16 / 15
53
Hard Armor 1-4, Soft Armor, Draw-In
Total: 44
A wide, lingering launcher that draws opponents in. Great combo filler for Estelle, as she can easily combo into it from j.B. The last hit is jump cancellable, allowing her to squeeze out a bit more damage out of it.
Estelle can move while Hurricane is active
Fire Bolt EX S4
Damage
Impact
SP Cost
Cooldown
Properties
122x4
15
25 / 23 / 22 / 20 / 19
38
Hard Armor 1-4, Soft Armor Projectile, Homing
Total: 33
Estelle's projectile of choice. Although slower than Comet (and twice as expensive), it shoots 4 homing fireballs that each have a chance of inflicting Burn. This makes it a great tool for long-range fights. It's also surprisingly useful in combos due to its low recovery, although Estelle needs to either use an assist or proc Heavy for this to be effective.
Can inflict Burn on hit
Frame data assumes point blank
Plasma Wave S5
"We have unblockables at home"
"We have unblockables at home"
Damage
Impact
SP Cost
Cooldown
Properties
1026
8+20
45 / 41 / 39 / 36 / 34
55
Hard Armor, Projectile
Total: 41
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 an expensive callout against opponents who spams block cancels. If they block it, Estelle gets to deal good damage. However, she can't really follow up on hit, making it less rewarding in that situation. On top of that, the opponent can easily be dodged on reaction due to its long startup, slow trawel speed and thin hitbox. 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 chance of causing Paralysis on hit
8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
Barrage S6
Damage
Impact
SP Cost
Cooldown
Properties
70x5, 110x4, 210x2
8+3
50 / 45 / 43 / 40 / 38
101
Hard Armor 1-90, Drain
Total: 90
Estelle's most damaging combo ender. 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
Initial hit
Initial hit
Followup
Followup
Damage
Impact
SP Cost
Cooldown
Properties
100, 115, 19x84~90
9 (Catch), 20 (Launcher)
100 EXTRA
-
Invincible
Total: 212
Outstanding EXTRA Skill. While making it connect can be a bit funky, it puts the opponent right next to Estelle, giving her enough time to either land a Charge Attack or call an assist. It pairs exceptionally well with Feena, as it allows Estelle to loop Wheel of Time into itself for some devastating damage. Just keep in mind that it won't properly connect on Heavied opponents.
Estelle can freely move during the first part of the move. Once she hits the ground, she becomes unable to move
Causes a hard knockdown
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
EX Medallion - QoL accessory that really helps Estelle during EX combos
Void Stance - Simple damage buff to her Charge Attack. Especially good for her given how often she finds herself using it
Recommended Skills
Hard Break - Estelle's most versatile move, as well as one of the best pokes in the game
Barrage - Estelle's best combo ender, although quite expensive
Hurricane - Great combo extender after j.B
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 - Can't really go wrong with more damage on a punish-focused character.
Anelace - Makes all of Estelle's pokes impossible to contest for 40 seconds.
Feena & Reah - Guarantees Estelle's next punish will be devastating.
Honorable Mentions:
Olha - Offers slightly more damage than Mustafa, but combos become harder to pull off due to the extra knockback.
Jurio & Chris - Makes Estelle's pokes and projectiles much scarier in neutral.
General Strategy
Neutral
Explain how Estelle approaches neutral, ideally at close, mid and long range
Offense
Explain how Estelle's offense works
Defense
Explain how Estelle can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot
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.
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
AB > d.A > j.S6 (1.4k damage)
Simple BnB, and one of her only truly reliable combos. For AB to connect, Estelle needs to steer to her left while attacking.
d.[A] > j.S2 (600 damage)
Extremely simple, SP positive confirm from a dashing Charge Attack.
d.[A] > j.B > S3 jc > j.[A] > j.S2 (1.4k damage)
More advanced combo that trades SP efficiency for doubled damage. Also doable from a standing j.[A]
AB > d.A > EX, [A] > S6 (~3.3k damage)
Sample EX combo. Make sure to stay as close to the opponent as possible during her EX, otherwise they might escape. Extremely tight/impossible at max range without EX Medallion.
Max damage punish, which does enough damage to ToD Aisha, Mishera and Tita. Generates enough SP for Estelle to always finish with Barrage while still being SP positive.