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| |name=The Emperor (皇帝) | | |name=The Emperor (皇帝) |
| |origin=Final Fantasy II | | |origin=Final Fantasy II |
| |weapon=Daggers, Poles, Rods, Staves
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| |armor=Bangles, Clothing, Hairpins, Hats, Headbands, Robes
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| |atk=110 (Average) | | |atk=110 (Average) |
| |def=112 (High) | | |def=112 (High) |
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| |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] |
| }} | | }} |
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| 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. |
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| 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. |
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| 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. |
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| | 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. |
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| ''[Mid] Gather globe of red light that awaits remote detonation.'' | | ''[Mid] Gather globe of red light that awaits remote detonation.'' |
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| 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.''' |
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| | 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. |
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| 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. |
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| 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. |
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| |-|Dreary Cell (midair)= | | |-|Dreary Cell (midair)= |
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| |- | | |- |
| | 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 |
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| <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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| |-|Jecht= | | |-|Jecht= |
| A top tier assist for a reason in 012. | | A top tier assist for a reason in 012. |
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| 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. |
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| 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. |
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| |-|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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| |-|Kuja= | | |-|Kuja= |
| Top Tier assist of 012, reliable when you need him. | | Top Tier assist of 012, reliable when you need him. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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> |
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