Test:12: Difference between revisions

From GRAY RAVENS
Content added Content deleted
No edit summary
(added how-to-play draft for XXI)
Line 78: Line 78:
| Glory || Not started
| Glory || Not started
|-
|-
| XXI || Not started
| XXI || ''In Progress''
|-
|-
| Garnet || '''Published'''
| Garnet || '''Published'''
Line 267: Line 267:
**It's possible to space a '''Leap Attack''' away from the enemy in such a way that the initial hit misses but the higher damaging upward swing connects
**It's possible to space a '''Leap Attack''' away from the enemy in such a way that the initial hit misses but the higher damaging upward swing connects
***This can be helpful in time sensitive modes like [[Phantom Pain Cage]] or [[War Zone]] to avoid the long hit-stop generated by the initial hit
***This can be helpful in time sensitive modes like [[Phantom Pain Cage]] or [[War Zone]] to avoid the long hit-stop generated by the initial hit
<!--------------------------------------------------------------------------
- Gameplay Tips
--------------------------------------------------------------------------->
{{Header Full|How to play}}
=====XXI - Fundamentals=====
*While XXI is in midair immediately after a <span style="color:#FF476D;">Red Orb 3-Ping</span> or a <span style="color:#D4B920;">Yellow Orb 3-Ping</span>, perform an '''Instant Dodge''' to drop 3 <span style="color:#B17ACE;">Twilight Matrices</span> on-field
**Each <span style="color:#B17ACE;">Twilight Matrix</span> dropped will deal damage to enemies and also restore 50 Dodge Energy to XXI
**The 3 dropped <span style="color:#B17ACE;">Twilight Matrices</span>, combined with the XXI's natural Dodge Energy regeneration, adds free damage while refunding the Dodge Energy consumed by the '''Instant Dodge'''
*Detonate on-field <span style="color:#B17ACE;">Twilight Matrices</span> to deal additional damage by triggering <span style="color:#B17ACE;">Resonance Pulses</span> with the Co-Bot
**Performing 1 Basic Attack will grant XII 1 Shadow Prism Energy
**Once XXI has 4 Shadow Prism Energy, the next Basic Attack will launch a Shadow Prism Attack, drop 1 <span style="color:#B17ACE;">Twilight Matrix</span> on-field, and cause the Co-Bot to release a <span style="color:#B17ACE;">Resonance Pulse</span>
**<span style="color:#00A0FF;">Blue Orb Pings</span> will double the amount of Shadow Prism Energy generated by the next few Basic Attacks (dependent on ping quantity), and if XXI is at SSS-Rank, a <span style="color:#00A0FF;">Blue Orb 3-Ping</span> will instantly grant her 4 Shadow Prism Energy
**<span style="color:#B17ACE;">Twilight Matrices</span> that are not detonated within 4 seconds of being placed on-field will vanish without dealing damage (matrices last 3 seconds and take 1 second to completely disappear)
*While XXI is being attacked or knocked down, she can perform an '''Instant Dodge''' to drop 1 <span style="color:#B17ACE;">Twilight Matrix</span> on-field and allow her to escape from hitstun
**If XXI gets knocked down in challenge content and is low on Dodge Energy, it may be wiser to wait out the knockdown invulnerability to allow her Dodge Energy to regenerate, since XXI's damage output is dependent on maintaining a healthy Dodge Gauge to '''Instant Dodge''' with after <span style="color:#FF476D;">Red Orb 3-Pings</span> and <span style="color:#D4B920;">Yellow Orb 3-Pings</span>
*After casting XXI's Signature Move, alternate between performing 1 <span style="color:#00A0FF;">Blue Orb 3-Ping</span> and 2 Basic Attacks to achieve an S-Rank rating and deal maximum damage
**Because XXI's Signature Move clears away all of her existing orbs, it is only recommended to cast it when XXI is low on orbs or in emergencies when XXI is out of Dodge Energy and in danger of dying
=====XXI - Additional Information=====
*Basic Attacks only need to be cast to generate Shadow Prism Energy, they do not need to hit a target
*Holding a direction while casting <span style="color:#D4B920;">Yellow Orb Pings</span> will move XII in the held direction during the skill cast
*'''Instant Dodges''' give XXI a 15% max HP shield, grant 2 seconds of Super Armor, and cost 300 Dodge Energy (slightly more than the 250 a normal Dodge costs)
**This extra cost is generally offset by the Dodge Energy restored by the <span style="color:#B17ACE;">Twilight Matrices</span> dropped immediately afterwards
**'''Instant Dodges''' are still Dodges, meaning they can be used to dodge attacks and trigger Matrix just like an ordinary Dodge
**Casting a <span style="color:#FF476D;">Red Orb 3-Ping</span> or <span style="color:#D4B920;">Yellow Orb 3-Ping</span> just before an enemy attack, and then timing the subsequent '''Instant Dodge''' to dodge that attack, allows XXI to dodge attacks while both dealing damage and expending essentially zero Dodge Energy
*If XXI's Dodge Energy is completely drained, dropped <span style="color:#B17ACE;">Twilight Matrices</span> will not grant Dodge Energy until XXI's natural Dodge Energy regeneration restarts
*XXI's Co-Bot remains on-field and attacks with the on-field character, allowing XXI to debuff enemies with her Tank Class passive even while XXI is off-field
**The Co-Bot will remain on-field performing attacks even if XXI dies, however it will no longer apply the Tank Class passive if she is dead

Revision as of 02:37, 4 August 2023


"How to play" Compendium:

This page contains the work in progress "How to play" guides for each character, to be added to the respective character pages

Progress status

Character Completion status
Lotus Not started
Eclipse Not started
Storm Not started
Dawn Not started
Lux Not started
Palefire Not started
Nightblade Not started
Zero Not started
Blast Not started
Luminance Not started
Entropy Not started
Ember Not started
Pulse Not started
Tenebrion Not started
Crimson Abyss In progress
Bastion Not started
Astral Not started
Brilliance Not started
Veritas Not started
Silverfang Not started
Arclight Not started
Plume Published
Rozen Not started
Crocotta Not started
Rigor In progress
Qilin Not started
Pavo Not started
Laurel Published
2B Not started
9S Not started
A2 Not started
Hypnos Not started
Tempest Not started
Glory Not started
XXI In Progress
Garnet Published
Flambeau Not started
Empyrea Published
Capriccio Published
Dragontoll Not started
Starfarer Not started
Starveil Not started
Scire Published
UNRELEASED CHARACTERS
Arca Not started
Abystigma Not started
Vitrum Not started
Hyperreal Not started
Kaleido Not started
Crimson Weave Not started
Zitherwoe Not started
Feral Scent Not started
Indomitus Not started
Echo Not started
Lost Lullaby Not started

How to play - Lina Edition

Crimson Abyss - Fundamentals (Pre-Leap)
  • Blue Orb 3-Ping + Any 3-Ping = Core Passive, Blade Will mode (sword wave)
    • Use both 3-Pings back-to-back in quick succession
    • At SS-Rank, trigger Core Passive using Blue Orb 3-Ping + Red Orb 3-Ping
  • Plan around her Matrix
    • Matrix-Ping can help you enter Core Passive state easily
  • The Core Passive backstep animation counts as a dodge
    • Use it to evade attacks
    • It can trigger the effect of Frederick
  • Only use Signal Orbs when:
    • You are activating her Core Passive (sword waves)
    • You need to rearrange your orbs in order to activate her Core Passive
  • Signature Move should only be used for defense
    • Using it gives you temporary invincibility
    • The damage is low and using it results in lower damage-per-second
Crimson Abyss - Additional Information
  • Core Passive details:
    • Every signal orb she has or obtains during her Core Passive gets converted into a sword wave ping
    • During Core Passive the damage boost from a Blue Orb Ping is massively boosted and turned into additional sword waves
  • How to use the Frederick memory set:
    • Activate the 4 piece bonus by dodging an enemy's attack to greatly increase the damage they take
    • Activate the full 2-piece bonus by dodging twice and activating her core passive (the activation counts as a dodge)
    • Dodge towards the enemy to make the most out of the 4 second damage window
  • Advanced techniques:
    • Dodging shortly after a Red Orb Ping skips the animation but still does full damage
    • Dodging immediately after a Blue Orb Ping skips the animation and counts for the Core Passive, but doesn't activate the extra attacks.
    • The fastest way to activate her Core Passive and get the most damage is, in extremely rapid succession:
      Blue Orb 3-Ping -> Dodge enemy attack (Matrix) -> Matrix ping (Core Passive) -> Dodge -> Activate QTEs -> Sword Waves

How to play

Capriccio - Fundamentals
  • Pressing or holding a direction while using 3-Pings or Signature Move orbs will summon an Echo:
    • The Echo will perform the same action that was used to create it
    • Capriccio will move in the selected direction when summoning an Echo
  • Casting Signature Move will hide all current orbs and replace them with 5 Shooting Star orbs:
    • Each Shooting Star orb can be used to summon an Echo
    • When all Shooting Star orbs have been used, Time Lag Calculation is triggered and all the Echoes will perform a coordinated attack for massive damage
    • A phantom is created afterwards that heals the entire team over time
  • Capriccio's Amplifier Class Skill gives every member of the team 10% ATK bonus and 10% Dark DMG bonus for 10 seconds upon entering the field:
    • Switching characters often is recommended to make full use of the Class Skill
    • Both Dark DMG and ATK bonuses double at SSS rank
Capriccio - Additional Information
  • Signature Move details:
    • Capriccio gains 50% damage reduction for the duration
    • After using Signature Move all orbs will be returned, sorted in the order of Red-Blue-Yellow
    • Capriccio can still generate orbs with Basic Attacks, even if they are temporarily hidden
  • To make full use of her Amplifier Class Skill:
    • Activate Signature Move and use all Shooting Star orbs within 10 seconds of Capriccio taking the field, Time Lag Calculation will help extend the buff duration to the rest of the animation
    • This means activating her Signature Move within 5 seconds from her switch in, as using all the Shooting Star orbs takes around 5 more seconds
  • Advanced techniques:
    • Holding a direction while switching to Capriccio will summon an Echo, as the switch-in attack is considered a 3-Ping
    • It's possible to dodge immediately after summoning an Echo to skip the animation, as the Echo will still carry out the attack
      • Doing this for a Red Orb 3-Ping will however result in reduced damage
    • During her Signature Move, it's recommended to dash through the enemy and back for each Shooting Star orb to deal maximum damage
      • This can be accomplished easily by holding back on the joystick while looking at the enemy and using all five Shooting Star orbs

How to play

Rigor - Fundamentals
  • Rigor can hold Basic Attack to charge and fire her railgun:
    • Damage increases with time spent charging
    • Rigor will gain 30% damage reduction while charging
  • Starts the battle with 3 Energy Points:
    • 1 Energy Point will be used if available when using any 3-Ping, increasing its damage by 100%
    • 1 or 2 Energy Points will be used if available when using Signature Move, increasing its damage by 40% (1 point) or 80% (2 points)
  • When all Energy Points have been used:
    • Press and hold Basic Attack to fully charge her railgun to deal huge damage and reduce Physical DEF by 20% for 20 seconds (same debuff as her Blue Orb Ping, but much longer duration)
    • Rigor will gain 90% damage reduction while charging this enhanced shot
    • 8 seconds after firing all 3 Energy Points will be restored
Rigor - Additional Information
  • Railgun attack information:
    • Rigor cannot dodge or use abilities while charging her railgun, however she can still move around
    • All the railgun hits pierce enemies in a straight line, making it crucial to line enemies up for the shot when facing multiple opponents
  • Energy Point management:
    • Points are not reset when Rigor leaves the field
    • However if she enters the field with 3 Energy Points stored, one will be consumed immediately to enhance the switch-in Blue Orb 3-Ping
    • It's recommended to use 3-Pings to consume Energy Points, as they offer a higher damage bonus and faster access to the enhanced railgun shot
    • However it's also better to use Signature Move instead of waiting for orbs to consume Energy Points
  • Advanced techniques:
    • Only dodging during a Red Orb Ping will skip the animation without losing damage
    • Dodging to skip the animation of 3-Pings will still use up Energy Points
    • It's recommended to switch Rigor out after firing her enhanced railgun shot to avoid the 8 second Energy Point cooldown
    • Railgun attacks are considered Basic Attacks and rapid firing the railgun can generate orbs

How to play

Scire - Fundamentals
  • Press and hold Basic Attack to use an available 3-Ping / Matrix Ping to start charging the hammer:
    • Holding down the Basic Attack button will consume additional 3-Pings to gain more charges
    • Max charges are 2 (S rank) / 3 (SS3 rank) / 4 (SSS3 rank)
  • Release Basic Attack while charging or finish charging to perform a Leap Attack:
    • The damage of Leap Attack increases massively for each charge
    • Press Basic Attack during Leap Attack to start spinning
    • Press Basic Attack rapidly during the spin to increase its speed, generating more energy and dealing more damage
  • The first two 3-Pings used for charging increase the Hammer Gauge:
    • After landing from a spin Scire will consume half of the Hammer Gauge to launch herself again in the air
    • Dodging during the spin will fill half the gauge, with a cooldown of 10 seconds
    • The number on the gauge is called Kinetic Energy and will increase based on the speed of Scire's spin
Scire - Additional Information
  • Core Passive details:
    • Scire has Super Armor and damage reduction while charging and during a Leap Attack
    • Dodging while in mid-air will pull in enemies and lift Scire up to max height
    • Dodging an enemy's attack while in mid-air will trigger a unique attack and refund the dodge gauge spent
    • At SS rank her orbs will be sorted into 3-Pings while charging
    • At SSS rank charging will activate all available QTEs
  • Signature Move details:
    • Activating Signature Move triggers Time Lag Calculation from the moment it is used
    • The damage of Signature Move increases with the amount of Kinetic Energy, up to double at 833
    • At SS3 using Signature Move will create a 15 second field around the active character that inflicts 10 seconds of Chain Fusion debuff to enemies that enter it
    • The C.U.B. Moonhopper with the "Bye-bye Home Run" skill equipped greatly boosts the Signature Move's damage
  • Advanced techniques:
    • It's highly recommended to avoid using normal orbs entirely in favor of the Core Passive, as the Leap Attack does considerably more damage than any number or orbs used to charge it
    • It's possible to stay in the air indefinitely by using dodges before hitting the ground after the Hammer Gauge is empty
    • If playing on the PC client, holding the Rapid Fire key during Leap Attack is the easiest way to achieve maximum spin
    • It's possible to space a Leap Attack away from the enemy in such a way that the initial hit misses but the higher damaging upward swing connects
      • This can be helpful in time sensitive modes like Phantom Pain Cage or War Zone to avoid the long hit-stop generated by the initial hit

How to play

XXI - Fundamentals
  • While XXI is in midair immediately after a Red Orb 3-Ping or a Yellow Orb 3-Ping, perform an Instant Dodge to drop 3 Twilight Matrices on-field
    • Each Twilight Matrix dropped will deal damage to enemies and also restore 50 Dodge Energy to XXI
    • The 3 dropped Twilight Matrices, combined with the XXI's natural Dodge Energy regeneration, adds free damage while refunding the Dodge Energy consumed by the Instant Dodge
  • Detonate on-field Twilight Matrices to deal additional damage by triggering Resonance Pulses with the Co-Bot
    • Performing 1 Basic Attack will grant XII 1 Shadow Prism Energy
    • Once XXI has 4 Shadow Prism Energy, the next Basic Attack will launch a Shadow Prism Attack, drop 1 Twilight Matrix on-field, and cause the Co-Bot to release a Resonance Pulse
    • Blue Orb Pings will double the amount of Shadow Prism Energy generated by the next few Basic Attacks (dependent on ping quantity), and if XXI is at SSS-Rank, a Blue Orb 3-Ping will instantly grant her 4 Shadow Prism Energy
    • Twilight Matrices that are not detonated within 4 seconds of being placed on-field will vanish without dealing damage (matrices last 3 seconds and take 1 second to completely disappear)
  • While XXI is being attacked or knocked down, she can perform an Instant Dodge to drop 1 Twilight Matrix on-field and allow her to escape from hitstun
    • If XXI gets knocked down in challenge content and is low on Dodge Energy, it may be wiser to wait out the knockdown invulnerability to allow her Dodge Energy to regenerate, since XXI's damage output is dependent on maintaining a healthy Dodge Gauge to Instant Dodge with after Red Orb 3-Pings and Yellow Orb 3-Pings
  • After casting XXI's Signature Move, alternate between performing 1 Blue Orb 3-Ping and 2 Basic Attacks to achieve an S-Rank rating and deal maximum damage
    • Because XXI's Signature Move clears away all of her existing orbs, it is only recommended to cast it when XXI is low on orbs or in emergencies when XXI is out of Dodge Energy and in danger of dying
XXI - Additional Information
  • Basic Attacks only need to be cast to generate Shadow Prism Energy, they do not need to hit a target
  • Holding a direction while casting Yellow Orb Pings will move XII in the held direction during the skill cast
  • Instant Dodges give XXI a 15% max HP shield, grant 2 seconds of Super Armor, and cost 300 Dodge Energy (slightly more than the 250 a normal Dodge costs)
    • This extra cost is generally offset by the Dodge Energy restored by the Twilight Matrices dropped immediately afterwards
    • Instant Dodges are still Dodges, meaning they can be used to dodge attacks and trigger Matrix just like an ordinary Dodge
    • Casting a Red Orb 3-Ping or Yellow Orb 3-Ping just before an enemy attack, and then timing the subsequent Instant Dodge to dodge that attack, allows XXI to dodge attacks while both dealing damage and expending essentially zero Dodge Energy
  • If XXI's Dodge Energy is completely drained, dropped Twilight Matrices will not grant Dodge Energy until XXI's natural Dodge Energy regeneration restarts
  • XXI's Co-Bot remains on-field and attacks with the on-field character, allowing XXI to debuff enemies with her Tank Class passive even while XXI is off-field
    • The Co-Bot will remain on-field performing attacks even if XXI dies, however it will no longer apply the Tank Class passive if she is dead