- Joined
- Mar 17, 2015
- Messages
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- Reaction score
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- Points
- 113
- Age
- 32
- Steam
- AdenPhoenix
- PSN
- AdenPhoenix13
Just thought we should probably have a thread for this.
(Edit) Making a list in response to what people ask or seem to miss. Work in progress
Function
Combat
Character
If an up/down attack's use isn't immediately apparent to you it probably builds meter better than a neutral. (Thanks @Lex for most of the numbers)
Secrets
Was so happy to see Rodney show up.
Function
- Slide has a hit on it and is good for starting fights out of dash/speed boost.
- The axe gives you a block if you press the guard all button, if you time it to an enemy attack you will enter combat on your turn doing a counter attack. Does 900 damage to every enemy hit.
- The bow gives you slow fall while aiming (does not increase distance) and has explosive arrows if you hold the bow attack and press regular attack after firing arrows.
Arrows deal 450 damage to an enemy until you hit the threshold, explosive arrows deal 1100 damage until you hit the threshold and you can have up to 6 in an enemy at a time. If you open a battle with explosive arrows the explosion can hit the other enemies at the start of the fight and will still deal damage to the secondary enemies even if you have already hit the threshold on the primary.
- Helmbreaker is awarded by the Manote, it's down + attack while in the air (have to acquire speed boost before you can use it)
- Tougher enemies give characters more XP than weaker ones, taking on a big enemy can result in characters jumping from 1 attack to 3 attacks per battle in one fight. Characters do not have to be in your active party to receive XP
Combat
- Perfect blocking awards more meter and protects better against chip damage, if you perfect block an attack that is the start of a string you can continue perfect blocking by manually inputting the blocks on the next attacks, if you miss one your character just regular blocks the rest of the string
- Purple attacks are magic, they are unblockable
- You can super with multiple characters during the same super flash if you input super with the characters you want at the exact same time, you can also input 2 characters at once and level 2 with one of them if you have 3 meter instead of doing 3 level 1s.
- Juggles give better meter
- Guard All doesn't drain meter until the enemy enters attack state (so holding it is the easiest way to block the cat's laser, if it does something else you can just react to that).
Character
If an up/down attack's use isn't immediately apparent to you it probably builds meter better than a neutral. (Thanks @Lex for most of the numbers)
Losing her is game over, though that is expected to change
Attacks
-Hands
Neutral - 350
Up - 300
Down - 350 - speeds up turn recovery
-Axe
Neutral - Axe Swing - 950
Up - Axe Swings - 1500 (700, 800)
Down - Launcher - 1000
Supers
-Hands (Healing/Resurrection)
1 - 500
2 - 750
3 - 1000
-Axe
1 - 500 Health to party, resurrects dead party members
2 - Attack string - 4550
3 - Attack string - 8100
Attacks
-Hands
Neutral - 350
Up - 300
Down - 350 - speeds up turn recovery
-Axe
Neutral - Axe Swing - 950
Up - Axe Swings - 1500 (700, 800)
Down - Launcher - 1000
Supers
-Hands (Healing/Resurrection)
1 - 500
2 - 750
3 - 1000
-Axe
1 - 500 Health to party, resurrects dead party members
2 - Attack string - 4550
3 - Attack string - 8100
Attacks
Neutral - Slash String - 1200 (350, 400, 450)/Buffed - 3000 (950, 1000, 1050)
Up - Jump Swing 400/Buffed - 800 (400x2)
Down - Earth charge, buffs his other attacks, stacks up to 3, one charge is used per string so you only need one charge to do a fully buffed neutral string or string of up attacks if done one after the other. Speeds up turn recovery.
Supers
Pillar swing - 1 - 2450/ 2 - 4675/ 3 - 8000
Neutral - Slash String - 1200 (350, 400, 450)/Buffed - 3000 (950, 1000, 1050)
Up - Jump Swing 400/Buffed - 800 (400x2)
Down - Earth charge, buffs his other attacks, stacks up to 3, one charge is used per string so you only need one charge to do a fully buffed neutral string or string of up attacks if done one after the other. Speeds up turn recovery.
Supers
Pillar swing - 1 - 2450/ 2 - 4675/ 3 - 8000
Healer
Attacks
Neutral - Stirs mortal and pestle, buffs her up attack, up to 6 charges - 500
Up - Party heal - 300/700/1150/1650/2200/2800/3300 health depending on charge and 300 damage on hit
Down - Item throw - 550/Buffed 2017
Supers
1 - Finds a random item, currently appears to just be a buff to down attack and Level 2 (later to be used for mixing)
2 - Throws multiple items - 4000/Buffed 7749
3 - Super version of neutral attack for damage followed by super heal - 5500 damage/3500 heath
Attacks
Neutral - Stirs mortal and pestle, buffs her up attack, up to 6 charges - 500
Up - Party heal - 300/700/1150/1650/2200/2800/3300 health depending on charge and 300 damage on hit
Down - Item throw - 550/Buffed 2017
Supers
1 - Finds a random item, currently appears to just be a buff to down attack and Level 2 (later to be used for mixing)
2 - Throws multiple items - 4000/Buffed 7749
3 - Super version of neutral attack for damage followed by super heal - 5500 damage/3500 heath
Juggles
Attacks (Qadira gets follow ups from pressing the button again, does not consume a second turn)
Neutral - Strikes - 1100 (450, 650)
Up - Stars and Stripes (launcher), follow up is a spike - 1000 (500, 500)
Down - Slide, follow up is a launcher - 800 (300, 500)
Supers
Charging Star - 2500/4400/8050
Attacks (Qadira gets follow ups from pressing the button again, does not consume a second turn)
Neutral - Strikes - 1100 (450, 650)
Up - Stars and Stripes (launcher), follow up is a spike - 1000 (500, 500)
Down - Slide, follow up is a launcher - 800 (300, 500)
Supers
Charging Star - 2500/4400/8050
Damage
Attacks
Neutral - Strike- 750
Up - AoE strikes - 1300
Down - Second hit launches - 825 (350, 475)
Supers
1 - 2500
2 - 4750
3 - Hits everything - 8383
Attacks
Neutral - Strike- 750
Up - AoE strikes - 1300
Down - Second hit launches - 825 (350, 475)
Supers
1 - 2500
2 - 4750
3 - Hits everything - 8383
Gains turns faster than any other character, builds meter well on up and down attacks
Attacks
Neutral - Arrows one after the other - 710 (235, 235, 235)
Up - Jumps and fires several arrows at once downward in a spread - 1420 (235x6, assuming all arrows hit)
Down - Fires a cluster of arrows at target (works in juggles) - 710 (235x3)
Supers
Fires arrows that hit pretty much everything - 2950/3360/5325
Attacks
Neutral - Arrows one after the other - 710 (235, 235, 235)
Up - Jumps and fires several arrows at once downward in a spread - 1420 (235x6, assuming all arrows hit)
Down - Fires a cluster of arrows at target (works in juggles) - 710 (235x3)
Supers
Fires arrows that hit pretty much everything - 2950/3360/5325
Keeps juggles going from anywhere, has a debuff, up attack builds tons of meter, has AoE super and heal
Attacks
Neutral - Magic attack that tracks, if the first hit happens to miss in a juggle the rest will still hit - 1800
Up - Magic attack that tracks, very tall, builds a ton of meter, has a very long recharge - 1300
Down - Slow, stacks up to 3 times (TRIGGERS CAT SUPER) - 200
Supers
1 - Heal for 1500
2 - Ranged attack, hits everything in path - 3200 + 220*X (X varies depending on positioning)
3 - Pillars, good damage and spread, can hit going up and down if comboed from Slow - 6680/Close 10180
Attacks
Neutral - Magic attack that tracks, if the first hit happens to miss in a juggle the rest will still hit - 1800
Up - Magic attack that tracks, very tall, builds a ton of meter, has a very long recharge - 1300
Down - Slow, stacks up to 3 times (TRIGGERS CAT SUPER) - 200
Supers
1 - Heal for 1500
2 - Ranged attack, hits everything in path - 3200 + 220*X (X varies depending on positioning)
3 - Pillars, good damage and spread, can hit going up and down if comboed from Slow - 6680/Close 10180
Secrets
- Ringsels are just a collectible currently
- Finding the cat requires speed boost, fighting the cat requires Helmbreaker
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