|
|
(12 intermediate revisions by 2 users not shown) |
Line 6: |
Line 6: |
| |name=The Emperor (皇帝) | | |name=The Emperor (皇帝) |
| |origin=Final Fantasy II | | |origin=Final Fantasy II |
| |weapon=Daggers, Poles, Rods, Staves
| |
| |armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
| |
| |atk=110 (Average) | | |atk=110 (Average) |
| |def=112 (High) | | |def=112 (High) |
Line 14: |
Line 12: |
| |fall=97 (Slow) | | |fall=97 (Slow) |
| |fallr=44 (Slow) | | |fallr=44 (Slow) |
| | |fastestbrv=21F (Bombard) |
| | |fastesthp=35F (Flare, Ground) |
| | |1hithp=Yes (Flare, Dreary Cell) |
| | |hplinks=Yes (Combos only) |
| | |cmdblock=Yes (Magic Block) |
| | |weapon=Daggers, Poles, Rods, Staves |
| | |armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes |
| |exclusives=Diamond Mace, Demon's Rod, Mateus's Malice | | |exclusives=Diamond Mace, Demon's Rod, Mateus's Malice |
| | |unlock= |
| | |alignment=Chaos |
| | |vajp=[https://en.wikipedia.org/wiki/Kenyu_Horiuchi Kenyu Horiuchi] |
| | |vaeng=[https://en.wikipedia.org/wiki/Christopher_Corey_Smith Christopher Corey Smith] |
| }} | | }} |
| | |
| | = Overview = |
| | Emperor Mateus is a '''trap-laying powerhouse''' with loads of trap-style moves to pollute the stage, multiple uninteractable spells that force movement up close, high damage and low risk zoning. |
| | |
| | Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low full recovery moves for defensive mixups, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach. |
| | |
| | Uniquely, Emperor can utilize trade punishes the most out of any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. He's able to enforce trades that allow him to deplete his opponent's resources while building up his own at the same time. |
| | |
| | Using traps to restrict the opponent's options so they have to take greater risks or push for very precise positioning is the whole point of his gameplan. He also possesses a very high skill and damage ceiling if you're able to successfully weave confirms into his fairly free-form neutral state. |
|
| |
|
| {{ProConTable | | {{ProConTable |
| |pros= | | |pros= |
| * '''Traps and Area-Denial''': Emperor specializes in traps that fill space and deny the opponents options, creating tricky setups to create chain reactions for reward and trade into their moves | | * '''Traps and Area-Denial''': Mateus specializes in traps that fill space and deny the opponents options, creating tricky setups to create chain reactions for reward and trade into their moves |
|
| |
|
| * '''Unique Win Condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out | | * '''Unique Win Condition''': Starfall gives him a unique win condition in the form of a move that is unavoidable once it started, but takes time to be charged. This gives him a tool to force approaches and force them to interact with his traps in some way to stop it or have meter to assist change/EX Revenge out |
|
| |
|
| * '''Defensive mixups''': Low recovery on most of his moves, projectiles staying while getting hit and low dodge recovery gives Emperor plenty of options after any move to keep the opponent guessing on how to approach him | | * '''Defensive mixups''': Low full recovery on most of his moves, projectiles staying while getting hit and low dodge recovery gives Mateus plenty of options after any move to keep the opponent guessing on how to approach him |
|
| |
|
| * '''Assist Gain''': Low recovery moves, rotating them and repeated Starfall lets Emperor quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy | | * '''Assist Gain''': Low recovery moves, rotating them and repeated Starfall lets Mateus quickly build assist meter while setting up his gameplan, often staying afloat in the meter economy |
|
| |
|
| * '''High Damage Punishes''': Huge upsides of combining Thunder Crest, Mines and Dynamite. Emperor can deal loads of bravery damage any time an opponent gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest | | * '''High Damage Punishes''': Huge upsides of combining Thunder Crest, Mines and Dynamite. Mateus can deal loads of bravery damage any time an opponent gets hit by Thunder Crest or Dynamite, and with assist into ground rush it can double the damage. A break from 2000 bravery is possible with Thunder Crest |
|
| |
|
| |cons= | | |cons= |
| * '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, Emperor lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat | | * '''Lack of Air Melee Abare''': Mateus lacking any Melee move in the air is a huge downside in situations where there are no traps around to cover him up. Although emergency Mine and Dreary Cell can still trade with certain moves, its unreliable and a hole in his gameplan that he needs to be careful about. |
| | |
| | * '''Polarizing matchups''': Both a good and a bad thing. With all his upsides, Mateus lacks severely in rushdown, giving him the most polarizing matchup spread in the entire game. Some characters are outright denied with the right conditions and some give him absolute hell without tricky setups and clever use of assist. Any character that can play around Starfall and traps requires a different approach to beat |
|
| |
|
| * '''Polarizing stage strengths''': Stages change Emperors gameplan harder than most other characters, requiring you to sometimes learn new effective strategies for some of the more unorthodox / smaller stages | | * '''Polarizing stage strengths''': Stages change Mateus gameplan harder than most other characters, requiring him to sometimes learn new effective strategies for some of the more unorthodox / smaller stages |
|
| |
|
| }} | | }} |
|
| |
| = Overview =
| |
| Emperor Mateus is a '''trap-laying powerhouse''' with loads of trap-style moves to pollute the stage, an unblockable cast for defensive pressure, high damage and low risk zoning.
| |
|
| |
| Emperor is hard to catch in neutral due to his wide array of traps that stay out when he gets hit, fast and low recovery moves, and Starfall allowing for faster dodge chains. His gameplan focuses around Starfall no matter how effective it is in the matchup, setting up for the opponent to have to stop it in some way and punishing their approach.
| |
|
| |
| Uniquely, Emperor can utilize trade punishes the most out of any character, able to throw Flare and Dreary Cell into attacks to punish them even if he gets hit back. Often times its good to manage resources well, and if this results in a worthwhile trade in his favor.
| |
|
| |
| Knowing which traps stop what, trade or punish or the opponent has to play risky into is key to playing him to his highest potential. ALSO you get the satisfaction of free-styling confirms with stray trap hits and assist all day.
| |
|
| |
|
| = Bravery Moves = | | = Bravery Moves = |
Line 64: |
Line 75: |
| A 21F Melee High?? What a bargain! | | A 21F Melee High?? What a bargain! |
|
| |
|
| Very low range and awkward hitbox that follows exactly the staff motion, longer active to the right of Mateus. | | Very low range and awkward hitbox that follows exactly the staff motion, active longer to the right of Mateus. |
| | |
| | Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and counterpoke against sweeping lower priority attacks in grounded footsies. While its very safe by itself already with low dodge and full recovery, using it without traps around or just to whiff something can get risky. |
|
| |
|
| Amazing move to reflect Blue Flare back first and foremost, but also amazing as a close range poke and whiff punish in grounded footsies. The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it's a nice filler ender after TC if possible since it gives a good position and EX Force.
| | The move sends them away and straight up, and has so much hitstun that a ton of assists can confirm off of it easily. Also it's a nice filler ender after TC if possible since it gives a good position and EX Force. |
|
| |
|
| It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more. | | It can be comboed into the vacuum of Mines and Dreary Cell with specific positioning aswell, making it useful for some setups to trick the opponent even more. |
Line 84: |
Line 97: |
| Exactly what it says, throws out landmines that spread out like bombs. '''Can have up to 8 grounded Mines out at a time.''' | | Exactly what it says, throws out landmines that spread out like bombs. '''Can have up to 8 grounded Mines out at a time.''' |
|
| |
|
| Great non-committal, fast projectile to just litter the ground with and to stop movement aside from dashing. Also has a slight vacuum to them, but due to position doesn't come into play too often. | | Great non-committal, fast projectile to just litter the ground with and to stop movement aside from dashing. Also has a slight vacuum to them against opponents in hitstun, but due to position doesn't come into play too often. |
|
| |
|
| With Vacuum from Dreary Cell and Mine around, you can combo into assists. Be careful as they can mess up ground rush assists into Thunder Crest should the opponent land directly into them without activating Crest first. In that case, landing them into Flare can be a backup. | | With Vacuum from Dreary Cell and Mine around, you can combo into assists. Be careful as they can mess up ground rush assists into Thunder Crest should the opponent land directly into them without activating Crest first. In that case, landing them into Flare can be a backup. |
Line 104: |
Line 117: |
| Mateus draws a Light Crest that points upwards. '''Can have only 1 grounded Light Crest out at a time.''' | | Mateus draws a Light Crest that points upwards. '''Can have only 1 grounded Light Crest out at a time.''' |
|
| |
|
| The sigil spawns slightly above the ground which makes it not hit standing characters immediately as it spawns. If the opponent gets above it, 5 projectiles fire at them that additonally bounce off of walls/projectiles and slightly home in. | | The sigil spawns slightly above the ground which makes it not hit standing characters immediately as it spawns. If the opponent gets above it, 5 projectiles fire at them that additonally bounce off of walls/projectiles and slightly home in. The firing angle can also tend to cross up blocks, which isn't reliable but happens more often than not. |
|
| |
|
| Low hitstun makes it hard to use effectively, but excels at keeping opponents out the air above you in pair with Flare and Dreary Cell. If a Mine or Dreary Cell vacuum is near you can combo off of it with assists or set up for trap chains. | | Low hitstun makes it hard to use effectively, but excels at keeping opponents out the air above you in pair with Flare and Dreary Cell. If a Mine or Dreary Cell vacuum is near you can combo off of it with assists or set up for trap chains. |
| If used, using it just for additional pressure keeps aerial characters busy enough while Mateus creates more dangerous setups.
| | |
| | The move unlike most of his other moves has fairly high full recovery. Best used in conjunction with other traps around. The additional pressure keeps aerial characters busy enough while Mateus creates more dangerous setups. |
|
| |
|
| |-|Dynamite (ground)= | | |-|Dynamite (ground)= |
Line 138: |
Line 152: |
| ''[Mid] Draw sigil on the ground. Paralyzes foe when in range.'' | | ''[Mid] Draw sigil on the ground. Paralyzes foe when in range.'' |
|
| |
|
| THE trap of all time. '''Can have only 1 Thunder Crest out at a time.''' | | THE trap of all time. '''Can have only 1 idle Thunder Crest out at a time.''' |
|
| |
|
| Draws a sigil that travels forward on the ground for a little, bounces off of walls and outright stops at edges. Mateus can turn and place the crest into any direction with [[Lock_Off|'''lock off''']], if it's set on neutral circle input. | | Draws a sigil that travels forward on the ground for a little, bounces off of walls and outright stops at edges. Mateus can turn and place the crest into any direction with [[Lock_Off|'''lock off''']], if it's set on neutral circle input. |
Line 145: |
Line 159: |
|
| |
|
|
| |
|
| The crest staying out when Mateus is hit makes it extremely annoying for trades since its Unblockable and beats every other priority. Its able to be used as an intentional trade into BRVs, or HPs like Lord of Arms for a guaranteed break, making footsies against him risky to approach. | | The crest staying out when Mateus is hit makes it extremely annoying for trades since its Unblockable and ignores every other priority. Its able to be used as an intentional trade into BRVs, or HPs like Lord of Arms for a guaranteed break, making footsies against him risky to approach. |
|
| |
|
| The damage is amazing already and with Mine skyrockets his damage potential, making any TC hit potentially deadly especially with assist. | | The damage is amazing already and with Mine skyrockets his damage potential, making any TC hit potentially deadly especially with assist. |
Line 168: |
Line 182: |
| Landmine but in the air and with a different spread! More Mines! '''Can have up to 8 air Mines out at a time''' | | Landmine but in the air and with a different spread! More Mines! '''Can have up to 8 air Mines out at a time''' |
|
| |
|
| Just like Landmine, non-commmital, fast, and litters the air space with small bombs. Same hitstun as grounded, but the position makes them nicely to stop movement other than dashing. | | Just like Landmine, non-commmital, fast, and litters the air space with small bombs. Same hitstun as grounded, but the position makes them nicely to stop movement other than dashing. Very low full recovery just like Landmine makes this move hard to truly punish for the opponent. |
|
| |
|
|
| |
|
Line 190: |
Line 204: |
|
| |
|
|
| |
|
| Due to the massive vertical activation it is easily disarmed this way, making it best used to stop vertical approaches before they happen or to stop long setup moves like Exdeath's Black Hole. On its own the hitstun isn't very scary, but paired with potential vacuum from other traps it can chain into much more and confirm into assist. | | Due to the massive vertical activation it is easily disarmed this way, making it best used to stop vertical approaches before they happen or to stop long setup moves like Exdeath's Black Hole. On its own the hitstun isn't very scary, but paired with potential vacuum from other traps or hitting a wall it can chain into much more and confirm into assist. Also because of it's nature of activation it can be quite potent to fish for [[Assist_(Dissidia_012)#Assist_Charge|'''Assist Charge''']] |
|
| |
|
| |-|Dynamite (midair)= | | |-|Dynamite (midair)= |
Line 209: |
Line 223: |
| Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush. | | Has 3 charge levels that change priority, damage, max range, strength of vacuum, and the time it lasts after it hit a surface. As it sticks to a surface it vacuums in and explodes after a set time, which does 80% of its damage and knocks back into a wallrush. |
|
| |
|
| It becomes Special Priority as it sticks, making it '''dashable and clashable''' but '''unblockable'''. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can lose to it and result in the opponent getting hit by the explosion anyway. | | It becomes Special Priority as it sticks, making it '''dashable and clashable''' but '''unblockable'''. However when clashing, it triggers an explosion which has to be clashed through as well. Moves with little active frames or projectiles that clash with it can fail to protect the opponent and result in the opponent getting hit by the explosion anyway. |
|
| |
|
|
| |
|
Line 235: |
Line 249: |
| ''[Long] Call down giant meteor. Long cast. Aim with analog stick.'' | | ''[Long] Call down giant meteor. Long cast. Aim with analog stick.'' |
|
| |
|
| Your win condition and the reason they should be scared of you. | | Your win condition and the reason they should be scared of you with its own utility over the air version |
|
| |
|
| Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent.
| | Functionally its identical to Air Starfall, but it's much more effective to use over Thunder Crest due to its innate spacing, shutting down a ton of moves that could stop Emperor from casting. |
|
| |
|
| Without casting it's already useful as has a constant ranged low priority block while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in.
| | Due to slightly popping up off the ground, it can also be used to avoid using ground jump which is relevant for Pre-Jump{{accboo}} in builds. Additionally that slight pop up can be used to dodge certain grounded moves on the fly, like Tifa's Waterkick. |
|
| |
|
| Once its done casting, it's '''completely unblockable''' and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance.
| | Grounded Starfall will likely mostly be used for Thunder Crest setups and to get quick access to low-to-the-ground air HPs with good spacing to threaten grounded characters. |
| Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent.
| |
| | |
| | |
| By far the most important move he has. Getting an idea how to checkmate with it, when to go for it and when to fake out into block or dodge is key to his playstyle and completes his pressure. Make your opponent scared with this and force them to engage and take risks, Mateus traps will do the rest.
| |
|
| |
|
| |-|Flare (ground)= | | |-|Flare (ground)= |
Line 259: |
Line 269: |
| ''[Mid] Gather globe of blue light that slowly homes in on opponent.'' | | ''[Mid] Gather globe of blue light that slowly homes in on opponent.'' |
|
| |
|
| Commonly known as Blue Flare. Mateus throws out a blue Flare ball that slowly homes in. '''Can only have 1 out at a time.''' | | Commonly known as Blue Flare. Mateus throws out a blue Flare ball that slowly homes in. '''Throwing out a Blue Flare will despawn all the ones currently belonging to your side.''' |
| | |
| | A matchup defining tool, hard to deal with for characters that have risky or no ways to reflect it and leaving them open for Mateus to punish them. Functionally a stop sign to approaching opponents, leaving them to deal with it somehow. Although it can be punished, it requires often either a good read or reaction, leaving him to play mindgames with it aswell. |
|
| |
|
| The Flare itself has little hitstun and doesn't lead to much, but the homing makes it good for annoying the opponent and scare them from approaching recklessly. It can take out assists, shield from most moves, and to sneak in a hit on committal moves. | | The Flare itself has little hitstun and doesn't lead to much, but the homing makes it good for annoying the opponent and scare them from approaching recklessly. It can take out assists, shield from most moves, and to sneak in a hit on committal moves. |
|
| |
|
| If the opponent keeps reflecting them they can be reflected back with '''Bombard''' for as many times as they last. Throwing out a Blue Flare will despawn all the ones currently belonging to your side though. | | If the opponent keeps reflecting them they can be reflected back with '''Bombard''' for as many times as they last. Mateus only means to reflecting it being grounded needs to be accounted for in his strategy, as it can backfire without cover up. |
|
| |
|
| If the opponent decides to reflect it, throwing out another or setting up more important traps buys time and builds assist, while keeping them busy with dealing with Flare. Overall an amazing trap just to have some passive pressure flying around. | | If the opponent decides to reflect it, throwing out another or setting up more important traps buys time and builds assist, while keeping them busy with dealing with Flare. Overall an amazing trap just to have some passive pressure flying around. |
Line 306: |
Line 318: |
| Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent. | | Mateus starts casting, and after 8.6 secs (521F), 3 small meteors and a giant meteors starts coming down on the opponent. |
|
| |
|
| Without casting it's already useful as has a constant ranged low priority block while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in. | | Without full casting it's already useful as it has a constant Magic Shield while casting, its great for assist building, dodge chains are slightly faster by casting and dodge cancelling, and pops Mateus up slightly for positioning. During casting can float around at a set speed, letting Mateus position more precisely and avoid certain moves that follow and home in. |
|
| |
|
| Once its done casting, it's '''completely unblockable''' and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance. | | Once its done casting, it's '''completely unblockable''' and stays out even if Mateus gets hit. 3 small meteors start coming down to lock them down, and a giant meteor afterwards that deals some damage and the HP hit. Always knocks them down to the ground regardless of distance. |
| Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent. | | Important to note is that it also tracks assists with assist lock on, and after it did will instantly switch target to the opponent. |
| | |
| | The frame advantage Emperor gets once it hits is insane compared to most moves in the game, letting him charge half a Starfall while its still active up to the groundrush. Using it paired with already set traps and assist can be hard to deal with for certain characters and practically guarantee either another or a punish should they be forced to play risky into traps. |
|
| |
|
|
| |
|
Line 326: |
Line 340: |
| ''[Mid] Gather globe of red light that awaits remote detonation.'' | | ''[Mid] Gather globe of red light that awaits remote detonation.'' |
|
| |
|
| Commonly known as Orange Flare. Mateus throws out a Flare ball, but instead only homes in for a short time before it stops in place and stays out. '''Can only have 1 out at a time.''' | | Commonly known as Red Flare. Mateus throws out a Flare ball, but instead only homes in for a short time before it stops in place and stays out. '''Can only have 1 out at a time.''' |
| | |
| | Unlike Blue Flare it's a more defensive trap, staying out to hide behind as a shield, for tricky setups with Mines and Dreary Cell vacuum, and stop reckless dashing in the air. Just like Blue Flare, as soon as it spawns it will come out regardless if Mateus was hit. |
|
| |
|
| Unlike Blue Flare its a more defensive trap, staying out to hide behind as a shield, for tricky setups with Mines and Dreary Cell vacuum, and stop reckless dashing in the air. Just like Blue Flare, as soon as it spawns it will come out regardless if Mateus was hit.
| | Red Flare instead causes a wallrush straight down when it hits for huge damage and assist conversions. Good to keep in mind to maximize damage from Thunder Crest confirms. |
|
| |
|
| Orange Flare instead causes a wallrush straight down when it hits for huge damage and assist conversions. Good to keep in mind to maximize damage from Thunder Crest confirms.
| | Mateus can also use it to create some nasty oki setups if he has enough time that can be tricky to deal with. |
|
| |
|
| |-|Dreary Cell (midair)= | | |-|Dreary Cell (midair)= |
Line 506: |
Line 522: |
| |- | | |- |
| | Pre-Jump{{accboo}} || | | | Pre-Jump{{accboo}} || |
| * Assist in 30 Seconds{{accboo}} | | * After 30 Seconds{{accboo}} |
| * Hero's Essence{{accsp}} | | * Hero's Essence{{accsp}} |
| || A more stable alternative since Pre-Jump can be finnicky to play around for a 5.5x max booster instead of 6.4x. Otherwise if more Jumps are preferred, Hero's Essence can also be substituted in to get the CP | | || A more stable alternative since Pre-Jump can be finnicky to play around for a 5.5x max booster instead of 6.4x. Otherwise if more Jumps are preferred, Hero's Essence can also be substituted in to get the CP |
Line 585: |
Line 601: |
| <tabber> | | <tabber> |
| |-|Yuna= | | |-|Yuna= |
| One of the strongest assist and most reliable for Mateus to have in every way. Air BRV converts reliably off of Thunder Crest, Bombard and in setups stabilizes them. She is also one of the safest on assist change, fantastic to keep the meter advantage. | | One of the strongest assists and most reliable for Mateus to have in every way. Air BRV converts reliably off of Thunder Crest, Bombard, and in setups; stabilizing them. She is also one of the safest on assist change, fantastic to keep the meter advantage. |
|
| |
|
| She has great whiff punishes BRVs for Mateus to use. Air BRV is fast and has huge range, Ground BRV less reliable but giving a wallrush to confirm off of with Dynamite even from far away. Air HP is also fast and safe on lvl2 assist change, and Ground HP while not as fast is huge and great to throw into scramble situations or to punish risky moves into Starfall. | | She has great whiff punish BRVs for Mateus to use. Air BRV is fast and has huge range, Ground BRV less reliable but giving a wallrush to confirm off of with Dynamite even from far away. Air HP is also fast and safe on lvl2 assist change, and Ground HP while not as fast is huge and great to throw into scramble situations or to punish risky moves into Starfall. |
|
| |
|
| One of her biggest upsides however is the reliable spacing she gives when comboing off of Thunder Crest. Her air BRV is one of the most reliable groundrushes to space around and get the optimal distance for Thunder Crest followups, letting him double his BRV damage output easily. | | One of her biggest upsides however is the reliable spacing she gives when comboing off of Thunder Crest. Her air BRV is one of the most reliable groundrushes to space around and get the optimal distance for Thunder Crest followups, letting him double his BRV damage output easily. |
|
| |
|
| Yuna does have some disadvantages to substitute her for other assists though. She can't reflect Blue Flare with her HP assist and she is too stationary with her BRVs, making her unable to punish some HPs reflecting it back without getting assist locked. Her wallrush range is on the shorter side too, requiring to be played around for whiff punishes. | | Yuna does have some disadvantages to substitute her for other assists though. She can't reflect Blue Flare with her HP assist, a bit lacking in range, and sometimes unable to punish attacks with projectile shielding.. Her wallrush range is on the shorter side too, along with her short attack duration sometimes making converting off her in air neutral quite difficult. Her Ground BRV being generally a poor combo assist can also be unfortunate in most stages. |
|
| |
|
| Despite being so good, other assists can do better and similar jobs in some cases to maybe consider changing around for certain matchups. Still, Yuna is likely the assist Mateus will learn to love the most. | | Despite being so good, other assists can do better and similar jobs in some cases to maybe consider changing around for certain matchups. Still, Yuna is likely the assist Mateus will learn to love the most. |
Line 602: |
Line 618: |
| His HPs are great too. Air HP is a fast, melee HP for whiff punish, and has the benefit of reflecting Blue Flare back while punishing HPs Yuna struggles with in reflect scenarios. Ground HP is on the slower side again but spawns far away, also has a deceptively big hitbox that can end up killing scrambles in grounded footsies. | | His HPs are great too. Air HP is a fast, melee HP for whiff punish, and has the benefit of reflecting Blue Flare back while punishing HPs Yuna struggles with in reflect scenarios. Ground HP is on the slower side again but spawns far away, also has a deceptively big hitbox that can end up killing scrambles in grounded footsies. |
|
| |
|
| He has the same downsides as Yuna with no assist chase and relying on wall/groundrush, trades safety on assist change for way more range and Melee HPs, but keeps the amazing combo friendliness that Mateus loves to make stray hits hurt. | | He has the same downsides as Yuna with no assist chase and relying on mid-range wall rush, trades safety on assist change for way more range and Melee HPs, but keeps the amazing combo friendliness that Mateus loves to make stray hits hurt. |
|
| |
|
| |-|Jecht= | | |-|Jecht= |
| A top tier assist for a reason in 012. | | A top tier assist for a reason in 012. |
|
| |
|
| Jecht has both fast air and ground BRVs for whiff punishes and gives plenty of time to line up setups to pick up from. His ground assist can be difficult to combo off of for Mateus from large ranges, requiring him to be fairly close. More importantly, it lets Mateus combo off of stray groundrush hits from Orange Flare and Dynamite on reaction, which can be a huge gamechanger in certain matchups. | | Jecht has both fast air and ground BRVs for whiff punishes and gives plenty of time to line up setups to pick up from. His ground assist can be difficult to combo off of for Mateus from large ranges, requiring him to be fairly close. More importantly, it lets Mateus combo off of stray groundrush hits from Red Flare and Dynamite on reaction, which can be a huge gamechanger in certain matchups. |
|
| |
|
| His HPs are both on the slower side making them harder to use for punishes, but can still solve some scramble situations. They are huge, move forward fast and cover some nasty angles paired with traps. | | His HPs are both on the slower side making them harder to use for punishes, but can still solve some scramble situations. They are huge, move forward fast and cover some nasty angles paired with traps. |
Line 618: |
Line 634: |
|
| |
|
| |-|Tidus= | | |-|Tidus= |
| Another fantastic whiff punish assist. Notable for his BRVs for Emperor. | | Another fantastic whiff punish assist. Notable for his BRVs' unique utilities on Emperor. |
|
| |
|
| The fastest Air BRV assist with Hop Step for reaction whiff punishes into assist chase that Mateus can combo from with a delayed assist chase into Flare or Mine. Likely the reason you ever want to consider him as Mateus.
| | Hop Step, the fastest Air melee BRV assist for reaction whiff punishes into assist chase that Mateus can combo from with a delayed assist chase into Flare or Mine. Likely the reason you ever want to consider him as Mateus. |
|
| |
|
| Ground BRV giving a groundrush aswell, although a hard to use one for Mateus due to not having a consistent angle, still fine to use for converting off of Orange Flare hits when possible with either Dynamite or Thunder Crest. | | Ground BRV re-ground rushing allows for consistent conversions off Red Flare on stages with flat ground into Thunder Crest and more. |
|
| |
|
| His HPs are fine enough to use in pair with traps, since Slice and Dice is mostly unbothered even with the vacuum from Mine and Dreary Cell, and with great homing to use when anticipating risky moves into Starfall attempts. Spiral Cut can punish some moves, but very few and the least notable trait when most other assists can do the same and some more.
| | Air HP Slice n Dice can also be great for pinning down an opponent, with its strong tracking helping consistency even when hitting Emperor's traps. Ground HP Spiral Cut can punish some moves, but very few and the least notable trait when most other assists can do the same and some more. |
|
| |
|
| Mateus might want to consider Tidus assist if he needs a reliable air reaction whiff punish from anywhere. Having no height requirement like Yuna, Gilgamesh and Cecil and more safety than Jecht puts him above them in that regard. | | Mateus might want to consider Tidus assist if he needs a reliable air reaction whiff punish from anywhere. Having no height requirement like Yuna, Gilgamesh and Cecil and more safety than Jecht puts him above them in that regard. |
Line 636: |
Line 652: |
| Ground HP is once again a niche punish, although a fine one at that and can catch ground dodges if anticipated too, more to be avoided like the Ground BRV. | | Ground HP is once again a niche punish, although a fine one at that and can catch ground dodges if anticipated too, more to be avoided like the Ground BRV. |
|
| |
|
| His huge Air BRV and HP range makes him wanted if ever for Mateus, as he can uniquely punish and deal with moves that can otherwise completely shut him down with how safe they are. Not the first choice but not to be forgotten when he might be really useful. | | His huge Air BRV and HP range makes him wanted if ever for Mateus, as he can uniquely punish and deal with moves that can otherwise completely shut him down with how safe they are. Not the first choice, but not to be forgotten when he might be really useful. |
|
| |
|
| |-|Kuja= | | |-|Kuja= |
| Top Tier assist of 012, reliable when you need him. | | Top Tier assist of 012, reliable when you need him. |
|
| |
|
| Not the most optimal of combo conversions but once more a great whiff punish Air BRV, a decent ground BRV for whiff punish, and both having assist chase with loads of hitstun to work with, meaning he is the most reliable if Mateus wants the assist chase. His Air BRV in particular is of interest for him because it moves forward and up so much it largely ignores reflected Blue Flares, and his BRVs have a great homing so that the vacuum of DC can easily pull them in during if near. | | Not the most optimal of combo conversions, but once more a great whiff punish Air BRV and a decent ground BRV for catching dodges, and both having assist chase with loads of hitstun to work with, meaning he is the most reliable if Mateus wants the assist chase. His Air BRV in particular is of interest for him because it moves forward and up so much it largely ignores reflected Blue Flares, and his BRVs have a great homing so that the vacuum of DC can easily pull them in during if near. |
|
| |
|
| His HPs are notable for him the most, Air HP giving one more thing to throw into scramble situations with his traps and Ground HP as a possible dodge punish, whiff punish and conversion from Orange Flare if its worth the cost. | | His HPs are notable for him the most, Air HP giving one more thing to throw into scramble situations with his traps and Ground HP as a possible dodge punish, whiff punish and conversion from Red Flare if its worth the cost. |
|
| |
|
| An overall top assist with few notable traits for Mateus, but nonetheless a solid choice to have. | | An overall top assist with few notable traits for Mateus, but nonetheless a solid choice to have. |
Line 654: |
Line 670: |
| Air HP is even more of a niche punish and scramble glue, having great homing and covering a huge space which can be hard to avoid with traps all around. Ground HP is much the same and the least notable for Mateus. | | Air HP is even more of a niche punish and scramble glue, having great homing and covering a huge space which can be hard to avoid with traps all around. Ground HP is much the same and the least notable for Mateus. |
|
| |
|
| Worth to consider to solve matchup woes that can come up while still being perfectly usable in all the ways needed. | | Worth considering to solve matchup woes that can come up while still being perfectly usable in all the ways needed. |
| </tabber> | | </tabber> |
|
| |
|