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{>☆ UPDATE2:Edited some things, put in a section on my experiences in aggressive vs. conservative(not for everyone though)
UPDATE:Gonna see if aggro starts are worse than defense starts, also I still don't have a Beo for myself and there's some conflicting opinions on his grab reach so TBC, love you guys.☆<}
Something I've been doing for a long time now that seems to work even where I've gotten in high-level AI nowadays is to--depending on the character--either toss out a quick throw or a trip at the start of the match.
(Beware! The majority of these are trips, a dissapointing lack in variety tsk, tsk.)
So why start aggressively vs. starting conservatively? Not everyone should do it in every situation, but some characters have a really easy time getting away with a cheeky swipe up or down, wich is super cool since you can get some free damage and zoning sometimes. The zoning, as realized through the the lovely MoistTerrific below, sets you up for that mid-battle stage where you can perhaps get a well-timed merry-go-rillia off, or to where you don't have to be all too concerned with giving your Peacock some room or your Valentine some time to do an unblockable charge attack. Trips and throws, if successfully landed, also increase the BB meter by much more than the standard hit, which is useful for early-start BBs such as Number13. The last reason I have to vouch for my(personally) beloved aggressive starts is that if you use the right character for the job, you're highly unlikely to be punished for it, and if you are blocked or throw-breaked you will most likely be safe due to positioning. (The new nerf to enemy throwbreak recovery frames might be a hassle though, be careful)
Now this isn't always a good idea! Take this with a grain of salt and your own experience since it's unwise to throw a Cerebella or to use a really risky trip attack such as Fillia's in high level AI.
Please post any concerns or revises you have in mind for this list, I'll be glad to read them and answer questions/edit this post.
☆Beowulf | Unconfirmed|
☆Big Band | I don't play him really, but both his grab and trip are well-ranged |
Almost no vulnerable recovery frames. Grab or Trip as pleased.
☆Cerebella | Trip |
Unfortunetly this trip has some punishable recovery frames and can be hurt--though only if the enemy is far enough to not need to block it, which is negated by using it from the starting distance. It's unlikely an enemy will be able to counterattack at the starting points since Cerebella's body is away from her swipe and out of jab reach once the enemy is done blocking, so there's plenty of time to defend against the AI, and there's a super-fast startup as well. Second best trip
☆Eliza | Longest trip range in the game with shortest grab range ever concieved |
While Eliza can activate trip and sail over to the other side of the map, this is almost useless in high AI since it's beyond punishable. Can be abused in low-tiers, however. The high startup time means most likely it's going to be blocked. Instead of the trip, try either dashing back and then tripping forward when the enemy AI dashes towards you--or tapping the 5-hit ground combo from the start, the third hit has enough range to reach them and unless they trip attack you they'll likely be hit by the first low-range attacks if they do try to initiate.
☆Fillia | Trip, her grab is barely out of range, unfortunetly |
Warning! Fillia has one of the worst trips in game! This move can be easily blocked and if so it's almost certain the enemy will land a full combo on you. Try for a different start, such as dashing back and tripping when the enemy dashes to catch up with you--same as Eliza save for the ground combo.
☆Painwheel | Trip |
A comparably small amount of range that extends out from her hurtboxes, so this trip is alright to use. Be careful that Painwheel can be susceptable to a counterattack if you don't block in time, since the distance of this trip isn't too far from her body she can be outranged even with her decent recovery. Be cautious around Big Bands, Cerebellas, and Fillias.
☆Parasoul | Best trip in the game |
Parasoul's trip is practically no hurtbox, and though it has a wonky start time and recovery time, the range is solid and the recovery puts Parasoul back the farthest of the cast, making it blockable yet unpunishable.
☆Peacock | Best throw in the game |
Super long range with super short throwbreak time. If you use this at its max range and end up whiffing it, the enemy will definetly be out of range to counterattack before Peacock can block. Her trip has enough range but is almost as punishable as Fillia's.
☆Valentine | Trip |
Valentine's trip is similar to Parasoul's in that it has a decent range and it sets her back safely. The difference is that there's more startup time than Eliza's trip, but this doesn't matter much for defense since it's extremely hard to punish her for this when, like Parasoul's trip, there's practically no hurtboxes. Val's trip does have a longer range than Parasoul's, yes, but since the startup makes it more blockable, Valentine's trip is therefore nominated third-best in the game.
UPDATE:Gonna see if aggro starts are worse than defense starts, also I still don't have a Beo for myself and there's some conflicting opinions on his grab reach so TBC, love you guys.☆<}
Something I've been doing for a long time now that seems to work even where I've gotten in high-level AI nowadays is to--depending on the character--either toss out a quick throw or a trip at the start of the match.
(Beware! The majority of these are trips, a dissapointing lack in variety tsk, tsk.)
So why start aggressively vs. starting conservatively? Not everyone should do it in every situation, but some characters have a really easy time getting away with a cheeky swipe up or down, wich is super cool since you can get some free damage and zoning sometimes. The zoning, as realized through the the lovely MoistTerrific below, sets you up for that mid-battle stage where you can perhaps get a well-timed merry-go-rillia off, or to where you don't have to be all too concerned with giving your Peacock some room or your Valentine some time to do an unblockable charge attack. Trips and throws, if successfully landed, also increase the BB meter by much more than the standard hit, which is useful for early-start BBs such as Number13. The last reason I have to vouch for my(personally) beloved aggressive starts is that if you use the right character for the job, you're highly unlikely to be punished for it, and if you are blocked or throw-breaked you will most likely be safe due to positioning. (The new nerf to enemy throwbreak recovery frames might be a hassle though, be careful)
Now this isn't always a good idea! Take this with a grain of salt and your own experience since it's unwise to throw a Cerebella or to use a really risky trip attack such as Fillia's in high level AI.
Please post any concerns or revises you have in mind for this list, I'll be glad to read them and answer questions/edit this post.
☆Beowulf | Unconfirmed|
☆Big Band | I don't play him really, but both his grab and trip are well-ranged |
Almost no vulnerable recovery frames. Grab or Trip as pleased.
☆Cerebella | Trip |
Unfortunetly this trip has some punishable recovery frames and can be hurt--though only if the enemy is far enough to not need to block it, which is negated by using it from the starting distance. It's unlikely an enemy will be able to counterattack at the starting points since Cerebella's body is away from her swipe and out of jab reach once the enemy is done blocking, so there's plenty of time to defend against the AI, and there's a super-fast startup as well. Second best trip
☆Eliza | Longest trip range in the game with shortest grab range ever concieved |
While Eliza can activate trip and sail over to the other side of the map, this is almost useless in high AI since it's beyond punishable. Can be abused in low-tiers, however. The high startup time means most likely it's going to be blocked. Instead of the trip, try either dashing back and then tripping forward when the enemy AI dashes towards you--or tapping the 5-hit ground combo from the start, the third hit has enough range to reach them and unless they trip attack you they'll likely be hit by the first low-range attacks if they do try to initiate.
☆Fillia | Trip, her grab is barely out of range, unfortunetly |
Warning! Fillia has one of the worst trips in game! This move can be easily blocked and if so it's almost certain the enemy will land a full combo on you. Try for a different start, such as dashing back and tripping when the enemy dashes to catch up with you--same as Eliza save for the ground combo.
☆Painwheel | Trip |
A comparably small amount of range that extends out from her hurtboxes, so this trip is alright to use. Be careful that Painwheel can be susceptable to a counterattack if you don't block in time, since the distance of this trip isn't too far from her body she can be outranged even with her decent recovery. Be cautious around Big Bands, Cerebellas, and Fillias.
☆Parasoul | Best trip in the game |
Parasoul's trip is practically no hurtbox, and though it has a wonky start time and recovery time, the range is solid and the recovery puts Parasoul back the farthest of the cast, making it blockable yet unpunishable.
☆Peacock | Best throw in the game |
Super long range with super short throwbreak time. If you use this at its max range and end up whiffing it, the enemy will definetly be out of range to counterattack before Peacock can block. Her trip has enough range but is almost as punishable as Fillia's.
☆Valentine | Trip |
Valentine's trip is similar to Parasoul's in that it has a decent range and it sets her back safely. The difference is that there's more startup time than Eliza's trip, but this doesn't matter much for defense since it's extremely hard to punish her for this when, like Parasoul's trip, there's practically no hurtboxes. Val's trip does have a longer range than Parasoul's, yes, but since the startup makes it more blockable, Valentine's trip is therefore nominated third-best in the game.
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