Phantom Dust Online Strategy Guide version 1.5 Updates: Uploaded game save file that can be used by a regular Xbox that has 3+ of all online skills except only 2 copies of Vapor Cloud. I will also post a save with all the skills that works in split screen mode so a friend can play with you. Added a few revisions, combos and arsenal types. Go to this page if you want to download the files: http://www.angelfire.com/planet/phantomdust/pdsave.html You may find this strategy guide easier to read on my strategy site at: http://www.angelfire.com/planet/phantomdust/index.html By PDfaq email: pdfaq@yahoo.com Copyright 2006(B.G.Ranton) note: There are links given to other sites that are not created or owned by this author. I have obviously checked those sites but take no responsibility for the content of those sites or the content that might change on it. Who is this faq for? This faq is for both beginner and experienced players in the online experience of Phantom Dust. If your having trouble finding people make sure you have downloaded the 1.2 update, otherwise you won’t see anyone to play with. Also make sure you have gotten far enough in the one player game to make arsenals. If you want to know how skills have changed since the 1.2 update go here: http://xboxphreaker.com/skills.htm With that being said, this faq is not for the single player game. Try Atomic Archtype’s faq for that or www.xboxphreaker.com for help. Before you play online much I seriously recommend you beat the one player game. Its pretty short and it will teach you a lot of the basics. Most importantly it opens up all 300 offine skills for purchase and all the levels. Your arsenals will struggle against others if you don’t. You will also have many less options. As long as you’ve beaten the game this is a perfect place to learn how to get better at playing others.(if you haven’t it still has a lot you might get) You can also learn the quickest ways to get both offline and online skills and you’ll find a lot of arsenal strategies, combos, and things you might not have known that work in this game. Here is an outline of the topics in the faq. Feel free to skip around areas. Each topic is listed with a label. If you use the edit > find or ctrl + F function you can jump right to those sections by typing in the letter combination.(like 1PD, 2PD, etc) Sections 0PD Differences between online and split screen play 1PD Choosing your character type. Strengths and Weaknesses of each character type. Strategies around each type. 1APD Who's the "best" character 2PD Dodging and Using Attack Types More Effectively 2APD General ways. 2BPD Specific ways of dodging and using each type of attack skill type. Includes some unique types. 3PD Shields/Defenses, the basics and tips for beating opponent’s shields 4PD Dealing with Erase and using Erase effectively 5PD Environmental Hanging/Floating: How to Do it and Ways to Thwart it. A brief word on Environmentals 6PD Stat Changers / Benefits and Dealing with them. 7PD Homing 8PD Value of Manual Aim 9PD Skills with Greater ranges then expressed, or skills that work better at different ranges than listed. 10PD Using Debris as an Attack and as a Defense 11PD Extra Uses of Hit All Skills 12PD Principles of Timing and skill effects 13PD Stages FAQ with locations to float environmentals and glitches. 14PD Getting all the skills.(including online ones) References place you can see description of all of them and download a save file with all of them. 15PD List of online skills with personal ranking. 16PD Skills with same animations and partial listing. 17PD General Arsenal Design Tips and Management 18PD Strategies around certain game types. 19PD List and Description of Various Arsenal Concepts: Recommendations and Strategies against each type 20PD Skill Combos 21PD All the other things you didn’t know about in Phantom Dust. 22PD Making the most of a situation 23PD Playing people with bad connections. Ways to take advantage of it. 24PD Other places to learn/talk/compete in Phantom Dust 25PD Differences in character types melee moves. 26PD School Auras 27PD End of the Faq Phantom Dust Online Strategy FAQ 0PD Differences between online and split screen play There are a few differences between online and offline split screen play. 1. It seems like some Blade moves are much harder to dodge offline. I don’t know if its because they changed the quality of the blades in some way or its just lag. Melee moves are also sometimes dodged due to lag when they wouldn't be dodge so easily offline. 2. The brush stun effect on Brush defenses against close moves no longer knocks a player back. If you want a move that does that stun effect use Sword Slap.(an online skill) 3. When an opponent’s body is on the ground or is stationary you can’t push it like you can offline.(no more pushing people off cliffs) You can still run into people to make it harder for them to get somewhere though. 4. In split screen mode there is practically no debris at some levels and none useable by Power or Psycho Kinesis. 5. Relearn can make another thieving online but not offline. Very strange. 6. In tag you don't have to worry about projectiles hitting your teammate if your locked onto an opponent when you fire and the opponent is still alive before the projectile reaches him. You can still hit a teammate with manual shots or if you lock onto him. But you can basically shoot projectiles through your teammate wihtout having to worry about hitting him. Just be careful exlosions from attacks don't hit. You can still hit your teammate with melee moves as well. 1PD Choosing your character type. Strengths and Weaknesses of each character type. Strategies around each type. The type of character and mode of play you choose(Battle Royale, Single, or Tag) will have an important impact on what strategies will be more effective for you. There are generally four types of characters worth considering. There are characters who jump when you press in the Left analog stick and characters who cartwheel when you press the left analog stick. The strategies you use with them or against them will be generally similar to how you would use a Cartwheeler. Rollers and other variant types will be briefly discussed in greater detail. From here on any mention of a Cartwheeler will also be considered equivalent to a Roller. There are also ground based monster characters like Ommato that are enemy characters in the game normally. (Hold L+R at the character select screen to pick them if you’ve beaten the game) Jumpers These are characters who jump. Although all these characters jump, its important to note that both Freia and Tsubutaki are inferior jumpers. The reason being is compared to other jumpers they have a delayed recovery time in moving again after they have jumped. It has to do with how they were programmed to animate and land.(I guess heels make it harder to continually jump) Unfortunately, Gyne is the closest thing to a "female" jumper without the delay in their landing recovery. Every other character appears to have an equal jumping ability and speed. Another thing to consider about these characters is the noises they make. It’s a little silly but certain characters like Tsubutaki only speak every other time they swing a sword. Whether you want a character that can sound wimpier, angrier, quieter, or crazier is up to you. Advantages of Jumping 1) This is perhaps the most important ability Jumpers have and it is not the most obvious. The ability to cancel many Status skills that are shot at them simply by jumping into them. An example: Someone fires Paralyze at you, if you jump into it you will fall to the ground but get up unparalyzed, temporarily immune as you get up like you typically would when getting knocked down.(except against attacks that work while your down) Personally, I think it was stupid design to do this because of its ability to negate so many skills but the importance of this abilty is undeniable. Many people set up their arsenals around stunning their opponent with Erase/Status/Special skills and following up with an attack, if you jump into these skills you can nullify many or all of their effects without even paying any aura to do so. Skills/Attack Nullifications Besides completely nullifying certain skills entirely you can nullify certain effects that come with them. Someone may fire Dragon Slayer to erase your shield(let’s say Glacial Wall). You have nothing to stop the effect. However, you can stop part of it. When you are hit by Dragon Slayer you also get stunned by it, IF you are standing. If you got hit while standing this is a perfect chance for your opponent to follow up with an attack you can’t stop. However, if you see Dragon Slayer coming and you know there is no other way you can stop the skill, jumping into it will negate the stun effect that would normally come if you stood up and got hit. Even skills like Teleport can be entirely negated by jumping into them, even though there doesn’t seem to be any real reason why the skill shouldn’t work when it hits its target. Jumping can also reduce the amount of damage you take from a barrage of attacks. If you know your opponent is attempting to fire or hit you with a move more than once and you see no other way of dodging or stopping the assualt, jumping into the first attack will cause you to fall when hit, instead of staying on your feet and getting hit by the rest of the follow up attacks. A cartwheeler on the other hand that is hit by an attack is often vulnerable to several more attacks because you stagger while you get hit by an attack. A Dragon Slayer that hits a cartwheeler(with a shield) is normally a guaranteed chance for you to follow up with an attack your opponent won’t be able to do anything about. Dodging Hit All skills A Hit All skill is a skill that will affect everyone on the field regardless of any dodging/shield ability. Skills like Mobilize, Still Moment, Amaros and Quantum Decay fit this description. If you jump into the air at the right time as the skill is taking affect you will get knocked down. This is useful for a few reasons: A) Some skills will affect everyone. Some of the best skills to jump in the air for when their about to take effect are Mobilize and Still Moment. If you stand up and you are not in the air no matter what you will be affected. Why get teleported to your opponents spawn point by Mobilize when you can avoid whatever nasty plan he has by simply jumping in the air? And although Still Moment will still paralyze you for a very brief second as you get up you have a greater chance of not getting hit by the attack your opponent intends to land on you. B) By jumping into the air you will avoid the stun affect that comes with being affected by a Hit All skill. If you are in the air when a hit all skill occurs you will get knocked out of the sky. Some player could attempt to fire a slow moving attack at you and then cast a Hit All like Fairy Ring that stuns you as the attack heads towards you which you will now have little to stop the attack with.(only auto shields) If you jump you can avoid the stun and probably the attack entirely because you will fall and be invincible for a little bit. In tag team matches or even Battle Royale your opponents have a greater chance of setting this up as one can cast the Hit All moves with a stun effect while the other person fires an attack at you as the effect is about to take place. Note: There will be times when you would rather be hit by the stun effect but this is just one more option you have available as a jumper. There is less of a delay if you just let yourself get stunned by Hit All moves versus jumping to make yourself fall. It maybe more useful to just let yourself be stunned when your closely pursuing an opponent. You will not be able to use these jump tricks on Erase Hit all’s if you have a useable Orb or Amulet in hand. Even if the skill really doesn’t effect anything on you, it will still knock you out of the sky when it takes effect. The only exception is the skill called Phantom Dust. 2) Jumpers have an easier time in repeatedly dodging Crawler, Hole, and long Range arc attacks. They can still get hit by them but they’ll have a much easier time dodging them.(Methods of dodging holes, crawlers, and arc attacks are explained in the 2BPD section on Using and Dodging attacks) 3) Jumpers generally have an easier time to find places to hang an Environmental skill and its also easier to pick up someone elses environmental. ( Environmental floating explained further in the Environmental floating section (5PD) ) 4) Jumpers usually have an easier time getting around levels because jumping generally gives you more options and places you can go. You can even jump onto the broken bridge in the middle of the tree in Palace.(explained in Palace Section) Against a carthwheeler you can escape their pursuits if you bring them to areas they can’t easily follow you to. Simple example: In Palace your Cartwheeling opponent is chasing you up the stairs You jump off in the middle of the stairway, he can not follow you as quickly as he’d like. Plus you can dodge attacks like Twister more easily jumping off stair ways with banisters versus a cartwheeler who might get caught in between the banisters with no way of escaping.( they could try to cartwheel out of range though) Jumping also makes it easier to find spots to jump off and fall off the level to get yourself back to your spawn point. It does 3 damage to you but there are quite a few situations where quickly getting back to your spawn point is more important than taking 3 damage. Additionally if you want to lower your health to take advantage of certain skills its a quick and fairly safe way to do so.(athough it maybe an obvious one to your opponent) Some levels or parts of the levels will be more advantageous for each character type, be it Jumper or Cartwheeler. Try to find and use the places that give your character the best advantage. 5) Jumpers can jump into the air and fire attacks.(for attacks that allow this) This gives you more ways of attacking and throwing off your opponent. It is even possible to jump higher than an opponent's shield that only protects the front parts, and hit them with certain projectiles.(not always easy though) Jumping and shooting is also an easy way of ensuring you dodge hole attacks. 6) Jumpers can nullify the stun effects or the entire affect of certain landmine skills without need for a shield. If you step into the area that has the mine detonate and jump into the air in time before getting hit by the mine explosion, you can nullify certain skills. You’ll fall and not get stunned on by something like Freeze Gas. Anti Gravity Trap and Teleportrap can be completely nullified if you jump into their explosions. Some like Vapor Cloud are a little more difficult but if you time it right, you’ll fall down instead of getting stunned. If you use Boost Mine, Jumping into the mine is often a safer option than standing there being stunned by the boost effect, leaving you open to attacks. 7) If a jumper has been hit by attacks that lower their speed (i.e. Burden) Their ability to jump can get them around faster than walking around in some cases.(Such as-4 speed.) Note: This is not an advantage over cartwheelers but it is another useful trick with jumpers. 8) Jumping can avoid many attacks. More than you might think. There are plenty of cases where jumping can help aid in diverting and or dodging an attack. These include many swords, hand to hand skills, and projectiles among others. The details of how to dodge each attack with jumping will be explained in greater detail in the dodging section.2PD) Jumping throws off the homing of some attacks. Disadvanatages/Ways of Foiling of Jumpers: 1) They have a much higher vulnerability to a greater number of attacks. Without a defensive/evasive skill(or speed increase) there are some skills that are impossible or near impossible to dodge with jumpers, provided they are shot at the right range. (By impossible I mean a situation where the jumper can not divert an attack into an object or get themselves out of the attacks sight) If you end up in a situation where you have lost your defenses and your opponent has an open enough shot on you, you could end up pretty screwed. Skills such as Fire of Gehenna, and Heat from the Void are impossible to dodge without a skill if shot at their correct ranges. There are some skills that are much less forgiving to dodge than if you cartwheeled. You will have to rely on greater psych out tactics if you find yourself without skills or enough aura to protect yourself. Sometimes psych out tactics are just not enough in certain situations and you are very likely to die due to your high vulnerability. A cartwheeler on the other hand, especially someone good at it, can still have a good chance of dodging a large amount of attacks. 2) You hate the fact that your opponent keeps jumping into your stun/status moves to cancel them out? Well there aren’t too many things you can do. But there are moves you can do to make a jumper happy opponent pay for constantly nullifying those affects you try to affect/stun him with. You can always use moves affective against downed opponents. Skills like Backdraft Bullet, Pursuit, Gravity Press, and Geyser Impact are among the choices you have available. And in some cases you could always use the extra time on the ground they have to position yourself a little better. Jumper’s “cartwheel” - A jumper can use the skill Dash to basically fill in for the cartwheel ability cartwheelers have.(It is actually superior to cartwheeling but you have to pay to use it and hold a slot for it) This is a great skill for dodging and traveling around faster and is even useeful for Cartwheeler’s. This ends the jumper section but its highly recommended to check out the Cartwheeler section as well to see what other advantages and weaknesses Cartwheelers have against you. Cartwheelers Advantages/Disadvantages: You may notice that this section is shorter than the jumper section. That certainly does not negate the importance of the advantages cartwheelers have over jumpers. If you skipped down to the Cartwheelers section and ignored the Jumper section you will miss out on ways of taking advantage of the fact your opponent chose a jumper. 1)Dodging Ability - This is by far the best reason to choose a cartwheeler. A cartwheeler can dodge nearly any singly performed ATTACK in the game if he has the space, reflexes, and the knowledge of how to.(By attacks I mean only the red skills) This does not include most erase skills and many status/special projectiles. When I say cartwheelers can dodge nearly every attack in the game used just once I am not exaggerating. Currently it appears Psycho Kinesis and Power maybe the only attacks they can’t truly dodge when given enough room.(even when an attack is shot at proper range) At this time I’ll put Ricochet Laser in a troubling class of its own. Some crawlers are also difficult and impossible in the more open spaces where they can’t be diverted off ledges or into objects. There are some attacks they will have greater trouble with but generally the more open a situation the easier it is for them to dodge most attacks. *This is in the case of an attack shot only once. If you shoot an attack more than once its probably impossible for some skills to be dodged. This idea will be covered in more detail in the “Dodging and Using Attack Types More Effectively” section.(2PD) Attacks that are more difficult for Cartwheelers 1)Crawler attacks - Crawler attacks are harder for a cartwheeler to dodge but not as much as some would believe. The more open a space a cartwheeler is in the harder it is to dodge a crawler.(for just about any other attack the opposite is the case) It should be noted though that even in many open spaces they can be dodged by diverting them off a cliff or into a wall by cartwheeling away at the right time. Even the exploding Spore Schism crawler can be tricked by it. However if you don’t have a ledge or a wall to divert them with, some crawlers will circle you and follow you till they hit. Dodging crawlers is covered more in the dodging section.(2PD) Depending on the range a crawler is shot at, a cartwheeler will have to decide on different dodging tactics. The good news is that there aren’t a lot of crawler skills and some are pricey making them harder to spam without Optimization down. If you can keep your opponent away from ledges and walls when they’re in the open you will make it very hard, if not impossible for them to cartwheel out of a crawler. 2) Hole attacks - While its true cartwheelers can dodge hole attacks it is harder, and you are more likely to get trapped by a well placed one when in more closed in areas. A jumper can generally jump out of the attack in most areas pretty easily once they get the hang of it. For Cartwheelers troubled by holes, Absorb and Shelter shield types will protect you from them. 3) Cartwheelers can cover greater distances then a jumper who has reduced speed. If you cartwheel you can get around faster then a jumper who has reduced speed. Cartwheeling can also give you the ability to cover greater distance in an instant. You can’t continually cartwheel around efficiently though, but for situations where quickly moving out of the way in an instant this is useful. *While cartwheeling its important to note you don’t recover aura. 4) Cartwheeling’s dodging ability is so great that it can dodge many singly shot attacks even when an opponent has high homing stats. Further details will be in the “Homing Section.” That’s not to say homing doesn’t make attacks harder to dodge. But attacks with boosted homing can get difficult or impossible for jumpers while even high accuracy moves like Fire of Gehenna can be dodged at +5 homing. 5) Because of a cartwheeler’s ability to save aura by relying less on defenses, in my opinion they can sometimes take greater advantage of Environmentals like Irregular Rhythm(doubles cost of aura for everyone) and Memory Lapse.(all skills are now singles use) These skills will curtail many of your opponents’ chances to shoot multiple attacks at you. It also hinders those who would try to use a skill constantly for its stagger effect like Dazzle, to then follow up with an attack while your stunned. Since in many situations you can ideally dodge attacks shot just once you could really slow down your opponent or render skills that are now single use, ineffective. 6) If your ready you can cartwheel through landmine explosions as long as you stay away from the center part. Cartwheeling will also help you escape easily out of your own Fast Bomb detonation much more easily than a jumper. 7) Although it is often best to dodge short range melees by moving to the side, there are also a lot of melee attacks that a cartwheel can have you escape from just because it takes you a far enough distance away from the melee moves coming at you. It can also work as insurance in dodging a blade that your not completely confident moving to the side will dodge. It is usually easier to dodge blades with a cartwheeler. Weaknesses and getting around them A) While most of the red attacks skills can be cartwheeled out of, there’s practically no cartwheeling out of many erase/ or stun projectiles moves without a shield or evasion skill. If someone fires a Dragon Slayer at the right range and you only have a Psychic Wall to protect you, you will get hit, and have to suffer the stun affect that comes with it.(there are of course a few shields like Gust that can override skills like dragon slayer) You will also have to suffer the affects of many skills that a jumper can simply jump into, to negate. It is much harder to dodge/negate area affect skills like Mobilize and Still Moment. Your only hope in dodging the erase/status projectiles stun effects without a proper shield or evasion skill is to cartwheel off of an edge as you are shot at. The same goes for dodging skills like Mobilize.(cartwheel off as its about to take effect) This is much harder to do and potentially more dangerous because if you cartwheel from a high enough height you’ll take fall damage as a result.) B) If you find yourself stumbling around in a match and you leave yourself open to a barrage of attacks you may end up getting hit several times from your opponent despite your best dodging efforts. If you catch yourself stumbling with a jumper and see you are about to be hit by a ton of attacks (i.e. several Rapid Cannon, Lingering Flames) you can to jump into the first shot to fall and stop the rest of the shots from hitting you. C) Cornering a cartwheeler into narrow areas can make it hard to escape or even evade attacks that they would easily dodge if they had more space. In this way some attacks like flame sword could end up being easier for a jumper to dodge in some situations like this you can get away with jumping straight up even if your cornered.(I find it hard to do though and lag can make timing harder to get right) Its best for a cartwheeler to keep in mind whether going into certain areas will back them into a corner. When you do get cornered sometimes carthweeling into the opposite direction to the side around an opponent can still save you. D) Although cartwheelers get in situations where they can’t get around with the same ease a jumper has you will find there are more places you can cartwheel or walk off of than you think. Cartwheeling off certain heights can also get you to certain areas that you thought you would have to spend more time getting around to. Experimenting will be key in figuring out how to get around levels best with a cartwheeler. This may also effect your skill considerations as you might want more permanent skills that you can easily use to destroy barriers around you so you can maneuver around the level more easily. E) You cannot not regenerates aura while in the process of Cartwheeling. If you cartwheel around continuously and you really need aura you will not be getting much back till you stop cartwheeling. There are little moments between cartwheeling where you might be able to regain a small snippet of aura while you continue to try to dodge while cartwheeling. F) Dodging the long range arc lasers that curve is to harder to deal with a as a cartwheeler over and over and may become impossible after awhile. If a jumper has the space they can keep jumping their way out of them if they keep moving and jumping towards the inside part of the arc. On the plus side you have a better chance of dodging a laser your unprepared to dodge than an unprepared jumper. G) Cartwheeler’s “jump” - Although a cartwheeler lacks the ability to jump, they can use skills like Levitate, Skywalk, Jump, and Demon’s wing to make themselves more mobile. It should be noted with Skywalk, Demon’s Wing, and Levitate you can simply press the button assigned to the skill to make yourself float down at any time you choose. Some attack animations can substitute for jumping. If you hyperkick a person on an adjacent platform you can hop on over them. *Many moves can be dodged without cartwheeling. Don’t use your cartwheel when you don’t have to. It’ll slow down your aura regen and make it easier for you to get trapped. You can usually dodge a move once with a cartwheel but the 2nd time you try to cartwheel you’ll often struggle to escape.(that’s why you don’t do it if you don’t have to) Rollers Rollers generally have the same abilities and weaknesses a cartwheeler has, so read the cartwheeling section. Check 25PD on differences in character melees to see one of the few concrete differences. Their roll might be more useful in dodging certain attacks. At this time I can not figure out many concrete differences between the two types so you will have to experiment to see what they are. Some have said their rolls move faster than cartwheel making it better for pursuing an opponent. Some also feel they can’t roll out of certain moves as often as a cartwheeler. You’ll have to see which type your more comfortable with.(or find out who can’t dodge certain attacks that the other can) Personally I don't like the height of some of the rollers and the space they take up which can make it harder to see and time when to dodge certain attacks. Other types - (odd ball characters you can pick if you hold L+R at the character select screen after you beat the game) Some hidden characters like Omatto, Ceno, or Catoptro have their own special moves when you click in the analog stick. Their almost like a cartwheel/roll in the way it sends your character moving but these characters don’t travel very far when their move is used.(some go further than others) You can dodge some attacks with these but not nearly as many as rollers or wheelers because these characters go shorter distances. Because of this they are more vulnerable to holes to the point where their move often can’t escape the attack.(holes can still be dodged in other ways sometimes) These character have the hardest times with crawler and arc attack moves.(even the characters that float will still be hit by both holes and crawlers) The disappearing animation some of these characters have may give you the impression you can “disappear” through attacks. However, it is only an animation, and attacks will hit a “disappearing” move the same as if you were just standing there visible. Some characters feel clunky but they do move the same speed as the other characters but some like the Catoptro may have slower turning reactions. Some of the animations for these characters differ from that of normal characters. For example the Omatto and Ceno swing swords differently. Their bodies also just throw themselves into an opponent with many hand to hand moves. Hyper kick looks different with a Catoptro as does an Ommato’s Vacuum Slash. Because of these differences they can throw off opponents more accustomed to dodging other character types of close range moves. Experiment with characters because some have better animations and start up times then others.(I think Catoptro kind of sucks compared to Ommato and Ceno) The ways of dodging the attacks they use appear to be mostly the same despite the different animation. (I prefer Ommato for the balls or using Ceno for different moves) You may have to move in a different direction though with some swords. Their exact differences and how to dodge them are covered more in section 25PD.(the special ones are Ommatos, Claustro, Scoto, and Ceno) These characters suffer all of the same vulnerabilities as cartwheelers but hole attacks and crawlers are even tougher for these characters to deal with since they can’t trick them by rolling/wheeling away from a ledge or wall. They are easily the weakest characters against Arc style attacks. If you do decide you want to use these characters despite the fact they seem inferior to the other character types in many ways, you may want to structure your arsenal to deal with these troublesome situations more easily. Things like carrying shelter or absorb skills will be important in dealing with holes. Course defenses will avoid Dragon Slayer problems. Carrying Levitate or a jumping “equivalent” skill could also aid in overcoming their weaknesses. Their biggest strength for some of these unique characters is the way their swords/blades work differently. See 25PD for details. Effects of character Choice on Arsenals The character type you choose will effect your arsenal choices. A jumper usually has to dedicate more space to protective skills. Because of a greater reliance on skills to protect yourself, you will also generally need more aura to perform all that you need to do. This can be especially bad because a cartwheeling opponent in many situations has much greater potential to save aura by simply carthweeling out of your attacks. Depending on you and your opponent’s character types, certain arsenals and skills will be more or less effective depending on the character chosen. Even the random start locations are better for some characters than others. There is probably no real way of getting out of this. You might desire more moves that stun a Cartwheeler or carry stagger effects with them more to hit them, because they generally can’t cartwheel out of those. Many Status/Erase/Special skills simply have better homing than practically all the attack skills. On the other hand, against a good jumper you’ll find that stun effect skills are less important and you can count on many more attacks to hit a jumper without worrying about your opponent simply dodging it. In all honesty I wouldn’t use the special characters(L+R) unless you have dedicated a good amount of space to sword and hand to hand melee moves. These are also the characters that get punished most when you don’t have an arsenal or hand tailored to deal with their weaknesses. Other reasons to choose a character Some characters perform moves with different animations and some are more effective than others. The main places where it matters most is in sword and kick moves. (see 25PD for exact details) Rollers seem like the best kickers. As for swords and the rest, among humanoid characters I believe their pretty much equal. I have not seen anything else not listed that makes any humanoid characters stand out as better compared to others. Some characters bodies are actually harder to find in tag like the Scoto. Changing characters to brighter colors can make it easier for your teammate. Some people are more comfortable controlling certain characters than others. (personal) Conclusion on Characters This finishes off the character type section but a few notes should be made. The above only explains how someone can negate skills used against them. Just because someone can cancel out or dodge something doesn’t mean he always will be ready to or even know how to. If your not familiar with your opponent at all try to figure out what he doesn’t know or has trouble with and use it to your advantage. Just because he is good at dodging one of the skills your using, does not mean he’s going to be good at dodging all your other skills. Many people will not be ready enough or even know how to jump or cartwheel out of certain skills. There is of course always the element of surprise as well. Although there are many ways of getting out of certain attacks or effects that will help you spend less aura and make you less reliant on defensive skills, that does not mean you shouldn’t think about using defensive skills to help you against your opponent. It is usually important to have at least some defensive moves in an arsenal even if you can perform the dodging tricks mentioned above. 1APD Who's the "best" character? The first section on choosing your character has the detail on specific tricks/advantages and weaknesses of the characters. Debate: Jumpers vs. Cartwheelers So which one is better? That depends on the situation. One is not concretely better than the other all the time. I will say though a wheeler seems to have more advantages in the amount of attacks he can dodge.(but that doesn't really matter if your opponent's not using those attacks) A lot of it depends on your arsenal, your opponents arsenal, the level your playing, and sometimes even where you are currently at in the level. You can get a bad hand and sometimes survive thanks to your cartwheeling ability and survive where a jumper would get killed. However you're going to wish you could jump when your opponents using crawlers, stun moves, and some other attacks your weaker against and you have no defense. A cartwheeler can lose out on chances to pursue someone or get away from someone because they lack the ability to jump. In tag there are more opportunities to exploit wheelers weaknesses with stun moves or double teaming than there are in one on one. A jumper on the other hand can jump into most stun moves and avoid the effect almost entirely. Sure a cartwheeler can dodge Blazing Bullet and many other attacks with ease that a jumper can't, but a cartwheeler is going to wish they had the ability to jump when it comes to dealing with moves like crawlers or even frighten. Some levels and places are more manageable to deal with certain moves than others for each character type. A special type character that doesn't jump may even prove more valuable despite its defensive weaknesses if it causes your opponent to mess up in dodging its swords.(typically though Jumpers and Cartwheelers are better for your deck than these) If you really want the best chances to win get good at using a cart wheeler and learn how to manuever through each level with them. But also build arsenals more suited for a jumper. Jumping around is generally easier to pick up than cartwheeling. Think specifically about what your character's weak against and how your deck can get around those weaknesses. Then depending on your opponent and the level your playing you can adopt your different strategies and characters to deal with their gameplay style and characters. 2PD Dodging and using attack types more effectively. This section explains how to use the attack types more effectively as well as how to dodge them. It includes strategies for both Cartwheelers and Jumpers. 2APD General Ways of Landing your attacks or dodging them. 1)The Importance of Spamming Spamming is using an attack over and over in succession. It is an important tactic to use in this game. Some people complain it is cheap, “noobish” and wrong but in actuality a lot of the skills in this game are pretty easy to dodge and sometimes it is only by using them over and over that they actually hit their targets. It is your opponents fault if they can’t figure out a way to stop you from using the same skill over and over again. It is one of the best ways to deal with the excellent dodging ability of a cartwheeler. In many situations a player can avoid one attack you used on them but dodging a second one coming at them can be a real nuisance and even impossible. Crawlers such as Venom Fang are a perfect example. Mash on the skill button your using and you’d be surprised how quickly one can perform certain skills over and over again including many sword attacks. Someone might dodge your first sword swing but they might not be ready or will be trapped by the second one that comes at them. This goes the same for someone just using skills to defend in general. If you give your opponent enough time to recover aura to keep casting his Fortress of Iron and Reverse, you’ll find that many of your arsenals won’t get anywhere in hitting him. Having lots of aura as well as cheap costing skills makes it easier for one to spam. Playing the environmental Optimization will also make it much easier to spam even more expensive skills. Keep in mind that it will also make it easier for your opponent to do so as well. Good ways to stop spammers is to use shields that halt activities like ones that erase attacks or freeze their buttons.(Glacial wall, Flash Hole) Reverse is a great way to turn someone’s spamming against themselves.(but it can be overcome by spamming) Anything that lowers a person’s aura count is another way to cut down on a lot of spamming. The environmental skills Memory Lapse and Irregular Rhythm are other good ways to stop a lot of spamming. Taking down an Optimization that is out is another way and often a necessary one to turn the tide. You can also fire your own attacks in reaction. People who spam often leave themselves open to an attack. In many situations I don’t think you’ll mind taking two 1 damage Lingering Flames in exchange for nailing them with Fire of Gehenna. If you don’t think spamming is legitimate try just using projectile moves on a good cartwheeler and shoot them one at a time in an open area. You’ll see him dodge nearly all of them. There are many skills a jumper can avoid as well if you just shoot only one at them. Its important to note that spamming doesn’t necessarily mean firing in succession as quickly as possible. If you give a little time before firing off the second attack you may also make it harder for an opponent. Experiment with timing to see where it is better to spam rapidly or to wait a little before using the skill again. 2) Use Mixed Speed Attacks Combine attacks in this game that move at different speeds. If you use attacks that have mixed speeds you can make it very hard for someone to dodge them. An example is to combine Demon’s Fire and Fire of Gehenna. If you fire a Demon’s Fire at someone and they try to cartwheel away from the move as your about to fire off a Fire of Gehenna, they will get nailed by Fire of Gehenna because they won’t be able to recover in time to dodge. This is also a great way to get past someone using shields with slower recovery times.(usually anything that’s not a Brush shield) Your opponent puts up their shield to block the slow move and right as the shield goes down your fast move can go right through before they can put their shield up again. A well timed combination Seal of Death and Fire of Gehenna can do this as well. Even on people with Brush shields they could be too flustered to block both attacks. The Faith school has a bunch of mixed slow and fast speed moves. A lot of the Crawler moves can work well with mixed speeds, usually functioning as slower speed moves to combine with a fast move. El Bomb and a Vibration Blaster is another example that can work. Something like Earthquake and a Venom Fang could overwhelm someone too. You could try to even fire a slow tracking move and follow up with a melee move if your quick enough. Its actually really cool when you pull it off. Combining Delay Bomb or Big Bomb with fast attacks might offer other possibilities. In tag you and a teammate can also fire at different times to overwhelm shields. 3)Combo stun moves and attacks. Status, Erase, and Special skills have some of the best homing in the game. They are usually much better at hitting than most attacks. Many of them carry an automatic stun effect when they hit an opponent that can give you an opening to hit them with another move.(Dazzle, then use Rail Gun) All erase moves that effect someone will stun them. A perfect example is to shoot Dragon Slayer at someone with a Glacial Wall. When their hit they will be stunned briefly and you can follow up with a fast enough attack that can hit them before they recover. Moves that reverse stats will stun anyone with a numbered stat(even if its from an environmental). If people aren’t effected by a skill like Dragon Slayer because they have no shield, or have an Orb/Amulet, they will not suffer the stun effects that normally come from being hit by erase moves. You can still use moves like Dragon Slayer or Neutralization to knock someone out of the air even if they don’t have something like a shield or stat.(except if they can use Orb or Amulet) Moves that carry a stun effect are a great way to connect attacks cartwheelers might normally dodge with ease. This can be effective on jumpers too, but jumpers can jump into the air as they get shot by stun moves, to fall to the ground and negate the stun effect. You can still use moves that effect people when their on the ground though like Backdraft Bullet or Gravity Press. Most stun moves have long range reach even if they state otherwise. 4) Use the objects around you There are many objects that you can hide behind to absorb attacks. Many do not ever disappear. Even something tiny like a pole that remains out can continually absorb attacks including some melee. Moves that explode or go through walls can help get an opponent out of hiding. Manually Aimed attacks can get around some of these objects by shooting something like an open foot. 4) Get out of Ideal Range If you can get out of the ideal range of moves you can dodge/avoid a lot of attacks. You can do this either by getting too far away so they don’t react or by getting so close that you can move around to the side whenever a move is being done. Be aware that projectiles that aren’t attacks usually have a much greater range than expressed.(A lot of them can go pretty long distances and still be very accurate) 5) Don’t be indecisive If your going to dodge a move by going to the side of the projectiles don’t change your mind in the middle of it and try and go in the opposite direction to the side. You will often get nailed if you do this. Jump or Cartwheel to try and improve your chances of escaping if you do decide to change direction to dodge a projectile. 6)Wait for an opening Sometimes its best to wait for an opponent to make a move and then follow up with your own attack as you dodge their own. One example is to dodge a melee attack and follow up with your own.(depending on how quick you are it can be impossible for them to react with a cartwheel, jump or shield) A great time to attack someone is also when their trying to use some move that would power up themselves. While their performing that action they are left wide open. People who try to use Healing Water right as they get up leave themselves wide open to attacks. 6)Eye for an Eye Sometimes its not always possible to dodge and then counter react. However, if your willing to risk getting hurt a bit you can connect your own attacks pretty successfully. One of the times when an opponent is most vulnerable is when they are making an attack themselves. If an opponent starts up a move you can start your own up in counter reaction. Some melee and projectile moves have quicker start up animations then others so you can sometimes hit them before they can even use their own attack on you. Other times you may be glad to risk taking a Psycho Knife hit if it gives you the chance to connect a Photon Burst. The same goes for projectiles, someone fires a blazing bullet at you from the sky, you probably wouldn’t mind taking 3 damage to get a chance to shoot a Lack or a Pscyho Spear while their open. You could also try to carry auto shields to protect yourself as you make a counter attack. Rail Gun can be effective as a way of firing in reaction to someone’s move. Firing in reaction to someone can also be a useful way of stopping someone who plans on using multiple attacks. If someone is trying to counter react to your attack, try to cartwheel or use a shield as soon as possible. You’d be surprised by how quickly you can recover from doing some moves to use a shield or to cartwheel. And if you can’t do either you might as well try to jump or move out of the way. You’ll have a remote chance of dodging and at least be able to stop combo moves or several attacks from hitting. 7)Change Speed or Homing Ability Using skills that lower someone’s homing or increasing your speed will help in making attacks easier to dodge. You can escape the reach of more attacks with higher speeds. On the other hand you can boost your homing or lower their speed with skills to make it harder for them to dodge. There is a separate section on homing that talks about what kinds of skills are effected by losses or increases in homing. Some moves appear to be a waste of time to spend improving. Increased speeds can also make it easier to set up your attacks or to pursue someone. 8) See which skills are more reliable Through experimentation you’ll find that some attacks are simply more accurate or faster than others whether your using ranged moves or melee attacks. Keep in mind though that some attacks are effective at slightly different ranges. A far medium Blaster shot is a lot harder to dodge then one shot at close medium range. 9) Confine or corner opponent Generally the more boxed in an opponent is the more effective most attacks are. However, crawlers can be more difficult to deal with in open spaces. 10) Aim Manually Sometimes its better to just shoot a projectile manually especially if you have your homing greatly reduced. It can make you less predictable too. This is given more attention in the Manual Aim section. 11)Comboing vs Spamming and Mixed Speed Attacks As mentioned, above comboing stun moves/effects with attacks or spamming or using mixed speed attacks are all effective ways of hitting someone. When deciding on using stun moves or not you should consider whether comboing is even necessary. Spamming and Mixed Speed attacks can be just as effective in some situations, and can give you more room to carry other moves. It can also cost you less aura to do. When considering whether to have a skill like Dazzle or Pressure for stunning you should consider if its really going to be necessary or if spamming/mixed speed attacks will do the job by themselves. I think this especially applies to One on One matches. In other modes like Tag, stun moves are much easier and useful to repeatedly set up because you have a teammate who can distract an opponent and also follow up with moves easily. This doesn’t mean stun moves are useless in One on One. This is just something to consider in arsenal design. 12) Always keep moving. This can’t be stressed enough. Simply moving to the side back and forth can dodge a Rail Gun or a surprise Charged Particle. If you can keep moving back and forth side to side while your trying to set things up you have a greater chance of dodging attacks without having to cartwheel or jump. It also generally keeps you more awake and ready to dodge any surprises your opponent has for you. Many straight on projectiles can be dodged simply by moving to the side, so take advantage of this fact. 13) Use your character’s ability - Whether you’re a jumper or a carthwheeler you should obviously use your ability if you know there’s no better way to dodge an attack. Jumping is even necessary for jumpers to even dodge certain projectile attacks and well placed melees. You may think your traveling the same distance by just walking to the side but jumping to the side sometimes give you the extra distance you need to escape.(especially if you have had your speed reduced) This may be because jumping makes you travel a little faster or it just throws the homing off on certain attacks. If you’re not using your cartwheeler to dodge, I don’t know why you're even using them. Cartwheeling on an angle to the side of the projectile into close range can help easily dodge many projectiles. However, cartwheeling to the side at the right time will give you just about all you need to dodge nearly all none close attack skills in the game.(even if their shot at the right range.) Even the special characters crappy moves can dodge a few more attacks. 2BPD Dodging and using Specific Attack Types more effectively. Goes into detail on how to deal with and use different categories of attacks. This also includes some specialized types. Parabola attacks - Most parabolas can be dodged simply by moving to the side. (Don’t be indecisive) Even as some get higher homing its still quite possible to dodge with a jump or Cartwheel.(sometimes gets impossible) These moves become a lot harder to dodge with increased homing. Sometimes you can also move closer to your opponent to escape the range of an attack and get under it. It can be more useful to cartwheel under a Gugnir than to the side. Parabolas are generally easy to dodge when given enough space to move to the side. Firing them at heights where you are higher or lower than your opponent can make them harder to dodge though. You can get a very close medium range with these and be pretty accurate. Skills like Levitate and Skywalk can work well with parabolas.(i.e Bomb, Big Bomb) Some like Psycho Spear do not work that well with Levitate and Skywalk. Its possible to throw Bomb and some others at close range and have it land on your opponent. (and even yourself) Fall Attacks - These are very similar in style to parabola attacks. Some have a much better default homing. Going to the side is sometimes enough to dodge them but you may need to cartwheel to be able to dodge some of these attacks. Moving forward under their range can also help dodge sometimes. Other times you’ll run right into it. Jumping can aid in dodging occasionally too, other times it will throw you right into the move. These moves are often more effective when you are at a different height than your opponent. Experiment with the places where you can fire these moves. You may be surprised seeing where they can work. Like they may appear under the bridges your on and still hit. Skill examples: Sign of Saints, Meteor, Demon’s Venom, Arrow of Artemis. Arc attacks - These include attacks like Laser and Arc of Fire. These attacks go on an arc of sorts and arrive at their target. It is possible to constantly keep running to the side of the arc and jumping to dodge over and over each time it is shot.(even on the less forgiving ones like Vibration Laser) You’ll want to stay on the inside of the arcs when dodging to the side. Most people whether they cartwheel or jump tend to get caught after firing a few of them over and over. Jumpers probably have a better chance of dodging over and over than cartwheelers. At the same time its easier to dodge ones you don’t anticipate well with a cartwheeler. A cartwheeler can get away with cartwheeling on the outside of an arc sometimes.(doing it on the inside is recommended though) Watch out for players who try to manually aim these attacks at closer ranges. They can have a decent shot at hitting you with these manually. Getting into a closer range can help avoid arc attacks fired with lock on on. Look for objects that will block the arc from reaching you. Hole Attacks - Moving in one direction and then switching into a different direction can dodge the hole if you have enough space and are ready for it. Jumping out of it is safer and more reliable. Timing is crucial against hole attacks. You often have a little more time than you think to jump out of them, so try not to jump too early when you think a hole attack will be used. It is often necessary to cartwheel in a direction out of the holes range to avoid it when your in confined areas. Hopping off to a lower height will also avoid the hole forming over you. If you jump and shoot a projectile you’ll be pretty safe. I do not believe hole attacks are effected by homing but I have to admit to not testing this much. Only Shelter and Absorb shields can block them. Sometimes you can stand on objects like the tree branch sticking out of the ground to avoid the hole forming under you. Its easier to use all hit hole attacks with a jumper. Another easy way of using all hit holes is to use it at a ledge and walk off after using it. You can get hit by multiple holes if you and another player are close enough to each other. Rain Attacks - Most of the time it is possible to avoid these by continuing to move in a single direction if you don’t stumble around. Sometimes changing in 2 directions(go forward then left) can give you some extra insurance. Stun moves are often useful in setting these up.(Paralyze is popular) Rain will often catch people taking air lifts or who are staying within the same location to do something like walk up a spiral of stairs.(Lucifer’s Arrow in Panorama) Some rain attacks seem a little less forgiving than others. I do not believe homing effects rain moves but others think it does. The more you stumble around when these moves take place the more likely you’ll be hit. Even when you have reduced speeds you still have a good chance of dodging rain attacks. Killer Satellite and the Lightning/Thunder rain moves are covered separately from this section. Shelter shields are the only types that can block any rain attacks. Move Attacks - These are just the 3 tornado type moves. Usually you can just run to the side or away from them to avoid them. These can work as a good counter attack on someone walking right up to you or trying to hit you with a melee, therefore be careful in how you approach someone using these. Narrow spots like stairways are good for these moves. The only shield type that blocks this move are Shelters. It will get past any other shield. Areas with lower heights will stop these moves from continuing into an area and cause them to stick around in a spot or disappear. Be careful not to walk into your own move. Some people place ones like Whirlwind over an opponent tag teammate’s body making it difficult to get to. You take extra damage if you were knocked high enough by these moves. Mines - Planting these in areas opponents are likely to overlook is effective. It is also effective to plant them at an opponent’s spawn point, a dead opponent’s body in tag, under an environmental put out, or even your own spawn point to catch someone carelessly trying to erase your capsules. If you see a mine its easy to walk within the radius where they will detonate and turn back in time to avoid it.(Remote Mine and Timer Mine will not detonate if you do this though) You can fire projectiles at a spot where any mine is to set. As long as you don’t cartwheel directly into the core of the explosion you can go right past them unaffected. If you jump into stun type mines like even Vapor Cloud you can avoid the effect entirely by getting knocked down by it.(Vapor Cloud requires good timing) You can use this defensively with your own mines to avoid attacks an opponent fires. Some mines have an obvious circle around them like Freeze Mine. Others like Teleportrap and Vapor Cloud are very hard to see. They only have a gaseous form to them. All mines that don’t do damage have a stun effect to them when they hit a standing opponent. Attack based mines will knock someone over no matter what damage they do. Mines can sometimes be set off if someone is at a slightly lower height and a part of them moves into the radius of detonation. Mines are also a good way to deter someone from following you. Don’t be lazy about where you place landmines. An opponent who sees them can walk up to erase them with some shields or easily block status mines with a Glacial Wall or Paralyze Barrier without even risking breaking their shield. Crawlers - These skills have great homing but they can also be diverted into walls or off ledges by jumping at the right time or cartwheeling away from the move at the right time so that it hits a wall or falls off a ledge before it can turn around.(some will still follow quite well though) As long as they don’t hit anything they stay out for a while before they fizzle out.(except crawling bullet and nature crawlers) You can drop crawlers from high heights and they’ll follow right after your opponent. The worst place to deal with these moves is in open spaces. Cartwheelers will have the most difficult time with these in open spaces. Try to stay by a wall or ledge to divert these attacks, though the best approach may be to have a shield or get on a higher level. If you have space you can run away from a crawler and create a kind of a u turn on it so that as you go towards a wall you cartwheel forward past the crawler which will then crash into the wall.(This trick may fail if the crawlers get higher homing) If you’re a jumper in an open space you can keep jumping around and running in circles to avoid the crawler. Simply jumping by a wall so the crawler hits the wall is a good method. But try to move away from that wall because the crawler Spore Schism explodes on contact. If your desperate you can try to evade a crawler a little longer by jumping and shooting a projectile. There’s a good chance slower crawlers will nail you as you come down though. Turning your lock on off can make seeing them easier. Sometimes you can fire a few on a lower floor than your opponent and they’ll stick around for awhile waiting for the opponent to drop down. Some will circle the stairways on palace. High speed Nature crawlers can clear some rather large gaps to reach their targets on the other side. (including Entangle) Normal slower crawlers stay out longer and when they get boosts in homing some will wait right under an opponent who is flying in the air. Though this is nice crawlers can be very effective without any homing boosts. Several crawlers at once can be very difficult to deal with. Some crawler moves can climb over some low terrain spots to reach their target. All crawlers shot at close ranges can effectively circle around an opponent and nail them if they have enough open space. You’ll need a little more open space with high speed crawlers though. Crawling Bullet is dodged differently from all other crawlers. If you dodge a Crawling Bullet to the side like you might a standard projectile you should be able to avoid it because it will fade out afterwards. The animation is also more like a projectile being fired than the usual ground pounding crawler animation. Crawlers can be just as effective at medium range than the long range listing some of them have. All crawlers besides Crawling Bullet can reach substantial long ranges and be effective despite some of them saying they have a medium range.(like Entangle and Spore Schism) Basically in the right situation all crawlers except Crawling Bullet can be effective at short, medium, or long range. Another excpetional crawler is Young White Dragon, while it has great tracking can be avoided by just out running it at normal speeds. It can make a good combination move though. Projectiles - Projectiles are just that, things you shoot that go straight on after a target. There are many different types, some more accurate than others. There are 2 basic types though: General Homing Projectiles and Tracking Projectiles. General Homing/Straight on Projectiles As stated earlier if you keep yourself moving to the side as projectile is shot, you can dodge many projectiles just by simply doing this. For Cartwheeling timing is essential for projectiles that are hard to dodge. Your timing is key in dodging many higher homing attacks like Giga Ruin, Fire of Gehenna, and Heat from the Void. Generally the closer a projectile is to you the less chance it will have of hitting you when you cartwheel. In a level open space situation there are practically no straight on projectiles that are truly impossible to dodge by a cartwheel, if shot just once. As stated some are more difficult, and boosted homing can make some impossible to dodge. (see the homing section(7PD)) If you’re a jumper, jumping when dodging can help save you from some of these projectiles that you might not normally dodge by just moving to the side. When 2 or more of these projectiles are shot some become impossible to dodge. Keep in mind that some of these attacks are a lot more effective at hitting jumpers when done at a farther medium range rather than a close medium range. Tracking/Homing Projectiles These are skills that follow the opponents more rather than follow a single straight path. They are among the more difficult to dodge skills. Some are extra effective when spammed. Tracking projectiles include Agonies of Death, Judge/Joke of Anubis, Demon’s Fire, Will’o the Wisp, and El Bomb. In some cases rather than trying to dodge these attacks right away, running can be a better tactic because some skills are actually slower than your character so you can set yourself up in a better dodging situation. It is possible in open space situations to dodge Judge of Anubis with a Cartwheeler, and sometimes possible with a jumper. For a cartwheeler rather than dodge to the side with Anubis attacks you will want to cartwheel on an angle forward but just to the side of these kinds of attacks. It is hard but possible to do. I’d generally recommend dodging the really hard ones like the Anubis attacks and Agonies of Death as a last resort. Sometimes these skills can still be dodged by cartwheeling to the side if you time it right (i.e. Agonies of Death) but the cartwheeling forward is more necessary with other attacks like the Anubis ones.(probably Wings of Hope too) The Anubis attacks can follow you even making 360s. Keep moving away from them if they continue to follow you, cartwheel again if you can. Though you may not be able to throw off their homing, if you keep away long enough sometimes these skills disappear before reaching their target. The same applies with Will’O the Wisp and El Bomb. You can dodge these more in the typical fashion side ways dodge but they will often follow you. You may have to cartwheel a second time to truly throw off the homing. They can also disappear after a little bit of following. If someone fires these moves at a range that is not really optimal(too close) its possible to cartwheel around your opponent to dodge these moves. A jumper can sometimes trick the Anubis attacks as well by running away with a bit of a u turn in your direction.(this can be done with a wheeler too) As the attack follows you in a u-turn-ish direction jump or cartwheel forward and you will have diverted the attack if your successful. Experiment with skills that you think follow like Anubis’ ones. Agonies of Death is possible in some level open space situations to dodge with a jumper but are fairly rare when they are shot well. Jumping down to lower heights can also give you enough time to get away from these moves or throw off their homing till they disappear. Most of the time jumpers have a much easier time with Demon’s Fire, El Bomb, and Will’O the Wisp than cartwheelers. You need to use your jumping ability when dodging to the side. Sometimes jumping forward past them is another way of throwing off the homing after jumping to the side. Jumping in different ways can throw off the homing of these moves. Experiment to get the hang of throwing off the homing with jumping. These moves follow people up in the air well and can also work well when used in the air. Scream of Evil is another tracking move that is not too hard to dodge when shot once, but boosted homing could make these very difficult to deal with. Projectiles as close range attacks - You’d be surprised the times in which you can use moves like Reincarnation or Demons Fire up close on someone and how good they can hit. List of Some Attacks Jumpers can’t dodge alone when shot just once at the right range in level open spaces: Fire of Gehenna, Heat from the Void, Reincarnation(mostly), Aura Cannon,(can be dodged at Medium) Power, Psycho Kinesis, Giga Ruin. There are many others but there are probably more you can dodge than you think. Near Impossible: Agonies of Death. Judge/Joke of Anubis, Attacks that Cartwheelers can’t dodge in level open spaces: Power, Psycho Kinesis. Crawlers will catch cartwheelers who can’t divert them off a ledge or into something. They have a better chance of throwing off high speed crawlers in open spaces than slower ones.(still a bad situation either way) Cartwheelers without defenses are pretty screwed when there’s no place to divert crawlers into something or off a ledge. Just because certain moves are dodgeable when done ONCE, that doesn’t mean you can’t overwhelm people with spamming. This list of dodging techniques is written for an ideal situation. Someone that is cornered or just overwhelmed will obviously not be able to dodge many attacks. The purpose of the list is to just make it known what moves are very hard to dodge and sometimes even impossible. People usually mess up after a while. Just because someone can dodge a move doesn’t mean they always will succeed in doing so. Hand to Hand, non sword based moves- To dodge these, move to the side at the instant the move is done. The closer you are to an opponent the easier it is to dodge to the side of the attack. If you’re a jumper and you feel that moving to the side won’t be enough, jump to the side. Jumping is often required to dodge moves when you have lowered speed. Do not jump straight up in place against a hand to hand attack, it won’t work. Walking away from the attack is likely to fail unless you boost your speed or were far from it when it started. Unfortunately lag can also contribute to people dodging moves without even attempting to dodge to the side. Like just walking straight away from a melee move at normal speed normally isn't escapable offline, but online if your playing with enough lag they can escape some moves without even an effort. If a cartwheeler has enough space he can usually cartwheel out of the range of any hand/foot attack. It is probably better to cartwheel to the side if you feel like walking to the side won’t be enough. Jumping to the side can also aid you if you feel you’re not going to dodge to the side correctly. These skills are more effective when you perform them at a far close range. If you do this some moves can’t be dodged by just moving to the side. If your in a narrow area like a stairway you can set up harder situations for an opponent to dodge. These can be good counter moves to an opponent’s attacks(even swords) because they often have quick start up times. Some are clearly more accurate than others. A lot of faith short range melees are very easy to dodge. The more cornered someone is, the better. Persistence sometimes pays off while other times another move that causes an opponent to be stunned or stumble in dodging is necessary. Close up attacks will chase someone who is on a platform at an equal or lower height then you. If someone is in the sky and gets into close range you can also perform a melee that will chase them if they were in close range. Short Range Melee Sword Moves - What’s written here is what is effective in online play. In split screen mode some of these principles are the same but there can be much less forgiveness. I don’t know if this has to do with a little lag or if they changed the way swords work online. There are many varieties of swords in this game. They each have a different radius they can cover. Though some have different reach and are less forgiving there are really 2 main sword types that give you different dodging options. There are swords that start swinging from the user’s left and wrap around to the right at the end. (Flame Sword, Psycho Knife) Then there are swords that start out on the user’s right and swing around over to the left side.(Psycho Blade, Excalibur) Another way of thinking about it is to move away from the side where the sword starts up. You’ll see visually there are just two distinct styles of swords that all the rest are similar to. Since the visual definition of each can be confusing I’ll just refer to the visual examples. When you see a sword that swings like a Flame Sword then you use the tactics that you would normally use to dodge a Flame sword. When you see a sword that swings like a Psycho Blade you’ll use the same tactics you would normally use to dodge a Psycho Blade. If you use both Sword types in combination you will make it much harder for someone to dodge.(i.e. Flame Sword + Psycho Blade) If you see your opponent is moving in a direction to dodge one type of sword melee your using, use the other type and they will have a lot of trouble dodging. Cartwheelers usually have the best options for dodging melee. On the other hand a Jumper has an easier time pursuing people because they usually get around the Stage more easily. Dodging/Using Flame Sword Types - When a person starts up a Flame Sword animation move your character to the left side to dodge the blade. They will go flying past you if they used lock on. You need to be close to your opponent to just walk to the side. If your at a far close range this method will not work.(without a lot of lag) Using Flame Sword types from a far close range can be a good way of catching people who are lazy about dodging them. If you see that an opponent is attacking from a far close range you have a few dodging options. As Jumper: You can try jumping to the left, walking is not enough. Its possible to jump straight up to dodge a Flame Sword move if you time it right. You can try jumping away out of range. The only time you can’t jump a Flame Sword type is if you are moving towards the right side.(Because that’s where the sword animation ends.) The timing can be difficult to repeatedly to do. But there are some people who are pretty good at this. As a Cartwheeler: You can cartwheel to the left and easily escape Flame Sword types when you can’t just move to the left.. You can cartwheel forward and to the left of an opponent so they go past you. You can usually Cartwheel away and out of the reach of Swords if they started at a far close range.(Provided you have the space) For catching people dodging swords try to follow up with another sword attack if they dodged the first. They may fail to jump the sword this time, or they may not be able to cartwheel into an area that doesn’t corner them into an attack. Being persistent and following up with another strike is often necessary to catch people. You can also use shields or moves like Tiger’s strength to mess with their dodging.(use Tiger’s Strength and trick them into cartwheeling into a corner and follow right up with your sword) If you turn off your camera lock on, you will stand in place and perform a flame sword type move. This can catch people off guard trying to walk to the left of you. Its also valuable to do when an opponent is at a ledge. An opponent can try to get you to swing a sword at a ledge so that they dodge you and get you to fall off as you charge towards them. If you keep someone to your right with these swords you have a better chance of catching them. Try to circle around an opponent and drive them towards walls or barriers so that they won’t be able to easily cartwheel away. You may have more time than you think to intimidate an opponent into corners with these moves. Dodging/Using Psycho Blade Types When a person starts up a Psycho Blade animation move your character to the right of the opponent to dodge the blade. They will usually go flying past you if they used lock on. You need to be close to your opponent to just walk to the side. If your at a far close range this method will not work.(without lag) Using Psycho Blade types from a far close range can be a good way of catching people who are lazy about dodging them. However, Compared to Flame Sword types you may want to get a little closer but not super close because you will give your opponent less dodging options. When dodging stay away keep yourself going to the right of an opponent using Psycho Blade types. While this does method does work it does not work offline and you do actually need some sort of lag or something different online to actually dodge in this manner. Dodging Options As a Jumper: You can try jumping to the right when walking is not enough. Unlike Flame Sword types you can’t jump these blades in as many ways. Besides going to the right you can only jump away from Psycho Blade moves if they started up at a far close range. Jump as your moving away from the Psycho Blade and if you time it right you’ll get past it. This does work reliably offline but sometimes doesn't online due to lag. The reason I say this is you may think you're at a far close range but lag may position you closer to your opponent than you actually think you are when you try this. Sometimes lag will work for you where your actually farther than close range reach. As a Cartwheeler: You can cartwheel to the right and usually escape. You can cartwheel forward and to the right of an opponent so they go past you. You can sometimes cartwheel away and out of the reach of Blades if they started at a far close range.(Provided you have the space) This also has to do a lot with lag. Offline cartwheels do not save you from Psycho Blade attacks as easily. Cartwheeling away from a far close range does work offline and online. Online though it isn't always your best option as either a jumper or wheeler. Its worth trying if you can't cartwheel/jump/move to the right. The reason why cartwheeling straight away from far close range isn't always the best is because an opponent can follow up with a second blade swing as you fail to recover in time to wheel again or get cornered. Wheeling to the side can help you continue to escape when your in a condition where it works. Which it usually does online. For catching people dodging Blades try to follow up with another Psycho Blade attack if they dodged the first. They may fail to jump the sword this time, or they may not be able to cartwheel into an area that doesn’t corner them into an attack. Being persistent and following up with another strike is often necessary to catch people. If you turn off your lock on you will stand in place and perform a Blade type move. This can catch people off guard trying to walk to the right of you. Its also valuable to do when an opponent is at a ledge. An opponent can try to get you to swing a sword at a ledge so that they dodge you and get you to fall off as you charge towards them. If you keep someone to your left with these swords you have a better chance of catching them. Try to circle around an opponent and drive them towards walls or barriers so that they won’t be able to easily cartwheel away. You may have more time than you think to intimidate an opponent into corners with these moves. Getting Melee Swords Past Barrier, Brush, and Reflect shields Barrier, Brush, and Reflect, shields only block Melee moves that hit from the front. Because Flame Swords and Psycho Blades can wrap around a target when they swing, this its possible to hit people trying to block these moves with those shields due to the wrap around. For example, Flame Sword’s animation starts from the left and wraps around to the right. If you attack someone so that a piece of your flame sword wraps around past the shield’s front you’ll hit them despite the fact they put up a shield. This is because you got the sword to wrap around past their front side. This isn’t always easy to do but it can be done. Sword attacks will chase someone who is on a platform at an equal or lower height than you. If someone is in the sky and gets into close range you can also perform a melee that will chase and can nail an opponent. If you do use a sword from a higher height on an opponent in close range at a lower height your blade might be able to go over certain shields and hit an opponent.(not sure) Hiding behind debris can stop sword moves from hitting you sometimes. Though its also possible for them to wrap through them. Sword Fake - If you stand far enough at the edge of a platform you can perform a sword move that will get canceled. Your character will make an attack sound and a small animation may start up but it never completes and doesn’t cost you aura.(it cancels the move) You can use this to fake someone into putting up a shield up and then following right up with the a real sword slash while their still vulnerable. An example where you can do this is on the short low level permanent ground platforms you can hop on in the City level. Differences in Character Melees explained and Specialized Sword dodging There is a section (25PD) towards the end of the faq that gives more detail on dodging specialized swings or melee moves of certain non humanoid characters. Some characters like the Ommato have confusing change up sword swings. Some allow less dodging tricks. Whatever side they start on though, you want to stay away from the side their sword begins on. Jumping maybe necessary to dodge some of their blades. See the exact details at 25PD if you want to know more. But lag can save you from them too anyway. Quite aggravating sometimes. Miscelanneous Attacks -This covers the odd end attacks that are more unique in dealing with or using. Photon Wave/Burst - These 2 attacks are considered mine attacks. The great part about them is that only a few shields in the whole game can erase the attack.(they’re not considered close range moves) As long as you are moving away from the blast of these moves you have a good chance of escaping. (because they are mine types) It’s important to note that even after the animation of these moves disappears the attack is still in affect for a little more time. This means that striking or running into your opponent right after these moves are done can get you hurt if you move in too soon. Though a lot of people don’t want to admit getting caught in these, persistence can sometimes catch people who keep walking away.(especially the more cornered they are) Be careful of what debris you destroy around you with them. These are a great counter to melee and have a good surprise effect. Be careful, opponents can sometimes still get their attacks in before being blown away by the move. An opponent who doesn’t know or suspect your using these moves can sometimes be beaten to the punch in putting up a defense since this skill has a quick and surprising start up time. They could try to block but they are often beat by these moves start up time if you are close. That is one reason it is wise to maintain space between you and the person your trying to block. You can block these moves with a shield and follow right up with an attack without worrying about being hit by the explosion and its usual carry over effect. Blocking the front of the explosion will protect you from any animation that seeps over you. Only Barrier and Shelter shields work on them. Possibly Reflect shields as well. Photon Burst is such a popular skill that you should use caution in charging any Optical school opponent with 7 aura and an attack you don't know he has. It sometimes seems like explosions are more forgiving to walk past in laggy situations. Use caution when dealing with this move because you don't know how much leeway you'll get in trying to dodge the explosion online. Killer Satellite - Killer Satellite is a rain attack. If you are moving in one direction and then change to another while the red circle is over you, you can usually cause the attack to miss. Don’t be indecisive. If you manually aim the attack its homing will not be thrown off by this method. This only works if Killer Satellite is used on you while you were moving. If you were standing still when this move was used it stays in one spot more, you won’t be able to trick it to go in the opposite direction. Instead move in one direction away from the circle as much as possible. Don’t turn back for a little bit after you think you dodged because this skill can have a habit of lingering around after it seems done. Its best to just run away in one direction from the attack if its manually aimed.(you’ll probably never encounter manually aimed ones…). When it’s manually aimed it looks different. You could try manually aiming these if your opponent keeps moving in one direction and going to another when you use this. If they try that on a manually aimed one they could end up getting caught in the circle. Cartwheeling can also avoid this attack when your lazy about throwing off its tracking. I don’t think this skill is effected by homing effects. Lightning Rain Attacks - These are nature rain moves with Lightning Style animation. It’s less possible to avoid these if you just move in one direction. Its usually best to move in one direction and shift to another like Forward and Left, or something like Back and then Right. Its pretty easy to just cartwheel away from the radius of this attack as well. These moves do not seem to be effected by homing. Ricochet Laser - I do not know a whole lot about this move. Its best to avoid closed in areas where its most effective. It does not have to be in long range to be effective. It can be effective in close or medium range. Changing the directions you move in may throw off the homing as well as jumping on every bounce, but I don’t really know. Homing may help this move. Do not run into the front of the move as its activated. You can erase it with a shield if you time it right. Impact Burst - This funky skill bounces all over the place till it hits or flies off somewhere. This skills is easy to dodge where there’s no walls. The more confined you are the harder it is to deal with. You have 3 general options when a wall is behind you as its fired: 1. When the bomb is fired at you move to the side. If you are by a wall get ready to move to the opposite when it passes you. This will often be enough to dodge it. But watch where this move bounces and move to the side of it each time it bounces off a wall. Jumping might throw of the homing of this when its bouncing around like crazy. Changing the height your at can help a lot too. If your at a higher height going down to a lower level of the stage after the bomb passes you can make it hard for it to follow you. 2. Carry a Shelter shield and use it right when you think the bomb will bounce towards you. You could also use Invulnerability, Void, or let an Auto Shield take care of blocking it. 3. This move can hit you straight on if its fired close enough to you. If it lines up in front of you blocking it before it confusingly bounces all over the place can be a safer approach than trying to dodge and react to its bounces. 4. Another effective way of using this move is to fire down on an opponent from a higher height. The bomb will bounce off the ground that it hits and try to hit the opponent. Same directional dodging can be attempted. 3PD Shields/Defenses the basics and tricks for dealing with opponent’s defenses. There are a variety of shields in the game, and they serve many purposes. This section covers the basics of shields and some of the lesser known things about them. If you do more damage than a shield’s defense with a single attack it blocks, it will break and leave your opponents hand. Although some are weak, they usually are cheaper to use or serve some purpose like gaining life, freezing or paralyzing an opponent, regaining aura or erasing an attack. Sometimes these effects are more valuable than a more durable defense. Brush - These shields can quickly block several attacks.(if you have the aura to use them) Because they block quickly you need accurate timing. There is a difference between brush shields between offline and online play. Online these shields no longer have the stun effect that knocks an opponent back. (Just like you also can’t push someone’s body on the ground around like you can offline) Offline its possible to even knock people off ledges with the brush back effect. The closest thing to the brush back effect online is to use the online skill Sword Slap. Brush shields can not protect against explosions.(they can brush attacks to the side before they explode though.) Its also possible that side way swipes of swords can get past brush shields if they wrap around past the front part.(See the section on using Swords in “2BPD”) Barrier - These shields have a slower recovery time than brush shields. One reason you may prefer a barrier shield is that they can block explosions, including Photon Burst. They also protect for a longer period of time, so you don’t have to be as exact when blocking. Barriers can protect from flying debris if it covers where the debris would have hit. Attacks that go over your head can get past Barriers. Its also possible that side way swipes of swords can get past barrier shields if they wrap around past the front part. (See the section on using Swords in “2BPD”) Course - These shields only work on moves that shoot projectiles or hurl objects at you, they basically divert a projectile to the side.(watch out for explosions) You never have to worry about these defenses breaking. They can also divert projectiles that pentrate shields like Dragon Slayer to the side. If you turn off your lock on and aim skills manually at some shields like Gust and Change Course, they will go through the shield and hit the opponent. (it doesn’t really make sense but that’s how it works.) If you move to the side as a projectile is shot at you, you can avoid most manually aimed attacks without worrying about someone getting past these shields. These shields do not protect against explosions. If you manually aim at Reverse you will not be hit by your reversed projectile unless you really try to line yourself up with it or get hit by its explosion.(it will always look close) Due to the slower recovery time of these shields you can overwhelm some of them with carefully timed shots. I don’t believe these shields protect against debris. These shields have a bigger radius of protection than you may think, and can divert several projectiles that reach it at the same time. (like if your triple teamed) Reflect - These shields are strange. They can block melee attacks and they also reflect projectiles back at an opponent more quickly then Reverse and About Face. Their basically like barrier shields that can reflect projectiles. The biggest down side to them is that they can only reflect back projectiles that don’t break the shield. They also are selective about the kinds of projectiles they reflect. Things that explode don’t get reflected back. Crawlers do not reflect back either. Other skills like a weak Finisher will not even get reflected. Dragon Slayer and Shield Slayer can also go erase them. Reverse and About Face are course shields not Reflect shields and don't have weaknesses to Dragon Slayer. Compared to Reverse and About Face the reflected projectiles fly back fast at the shooter making them harder to avoid. Absorb Shields - These shields can only block Hole attacks and Projectiles. They have a similar recovery time to barrier shields. Besides shelter shields they are the only type that can block Holes. Shelter - Unlike any other shield types, these provide 360 degree protection helping protect you from back and aerial attacks. They protect from any attack in the game, be it Rain, Projectiles, Melee, Holes, or Mines. These are the only shields that protect against the Move attacks Twister, Tornado, or Whirldwind. Erase Shell is the only shield in the game that can erase rain and Move attacks. Because of the 360 degree protection you don’t have to worry about melee attacks hitting you in the back or on the side. Because of the protection these shields provide, some of them have a slow enough recovery rate that a second projectile shot(via spamming) can slip through. Shelter shields can protect against debris. Auto Shields - These shields are all shelter types and automatically protect you from any effect /skill that doesn’t penetrate shields or automatically Hit All.(also protects against any debris) All of them except Guradian Angel are one time use. These are the only shields that can protect you from attacks when your in the air. None of them really have a delay in the air but if your hit on the ground there is an automatic protective delay that usually cancels out any move you’re about to set in motion if you didn't get much of the moves motion done. If you jump in the air when hit with these you will not get the protective delay. Protecting Air(an online skill) lets you complete to move even when walking on the ground.(there's no movement delay, but moves can still get cancelled if the shield is set off early enough) Dash - This is a great skill. It doesn’t cost much and you can dodge tons of attacks with this skill provided you Dash correctly.(Don’t Dash into a wall as your opponent swings a sword at you) Don’t count on this defense to do everything for you. Despite that it’s a great skill. Status and Erase skills can hit you even if you dash to dodge. Lower someone's homing by 3 and you can dodge even these moves with Dash.(Dense Fog or Magnetic Field) Invulnerability - A decent skill that makes you invulnerable to damage done by the first attack that hits you. You will still be effected by any effects on those attacks and all other status, erase, and special skills will still effect you when they hit. If your opponent’s attacks are all powerful enough to knock you down, you can just keep getting up and making yourself invulnerable if you have the aura. To counter someone doing this sometimes you can hit a person with attacks before their Invulnerability is set up. Other than that grab a skill that is weak enough so that it won’t knock your opponent over. Be aware that the Succubus moves in faith will steal aura from you equal to their strength even though they do no damage to you when they hit. Attacks with erase or freeze effects will still effect you. You can use Necronomicon with this skill to protect yourself from those special effects. Void - Makes you invulnerable for 15 seconds against damage. If you get Neutralized or effected by a skill that resets your status you’ll lose the invincibility. Just like Invulnerability, you can still get knocked down by attacks that hit and be effected by any additional effects on them. Be aware that the Succubus moves in faith will steal aura from you equal to their strength even though they do no damage to you. You can use Necronomicon to deal with this issue. Charge/Surprise Attack and Retreat/Return - These moves can teleport you around. Be careful about timing with these. If you Charge or Retreat right as a projectile starts up it can still follow you if your remain in its range and sight. Instead wait a little for the projectile to come at you and then teleport with these moves if you can. Be especially careful with Giga Ruin and Agonies of Death. Some attacks like Giga Ruin will probably still track an opponent teleporting from Teleportrap or Teleport if they were teleported at the start up of the move and still in the attack's sight. High Speeds - Moves that increase your speed make it easier to dodge or escape someone. Also makes it easier to pursue someone. Anti Piercing - Some shields have an ability called anti piercing. Attacks like Psycho Spear that have piercing will damage an opponent who block with a shield weaker than the attack. If I block a Psycho Spear(Attack of 8) with a Photon Barrier(Defense of 1) I will take 7 damage because that’s how much more powerful the attack was than my defense. If I used a Wall which has anti piercing none of Psycho Spear’s extra damage will carry over and hurt me. Necronomicon can negate piercing effects. Know your shields - That’s right take some time to look at the shields in the arsenal creation pictures. Getting to know what shields look like and how powerful they are is very useful. You’ll know when you can break them and you’ll know when someone’s trying to use one that has a bad effect on you. “I keep failing to block” - Everyone messes up sometimes. It takes practice to get used to timing blocks of some moves. And if you catch yourself blocking too early try to put your shield up again before a move hits. Brush skills are the hardest shields to block with because it requires good timing. Shelter shields are among the easiest. Make a Compressor arsenal and put a bunch of shields in.(See arsenals type section if you need more details) That should give you some good practice in defending attacks. If you think you are going to block a move, move your thumb over to the button your about to hit to be ready. After a while you can get an idea about when your probably going to be attacking and probably going to be defending. Active Defense Don’t stand around waiting to block people’s attacks. You should move when being pursued even if you do want to block an attack. Keep yourself in a good position to defend an attack so you don’t end up letting someone slip past your shield. If you just stand around waiting to react to someone’s attack, you give them a better chance of slipping past your shields. It also makes you more prone to getting psyched out. You don’t always know what someone will do either. Sure you can block a lot of attacks with Photon Barrier but your going to pay for it if you try to block a Psycho Spear which you probably could have dodged if you kept yourself open to dodging a move. Why give someone the chance to position themselves over you and fire a Rock Shot down on you that your Vacuum Wall can’t defend when their that high up over you? Beating Shields and other Defensive Moves For getting swords past shields look up the section “2BPD” Go to the sword section entitled “Getting Melee Swords Past Barrier, Brush, and Reflect shields”. Note that any close up tactics explained here to fake someone out into using a shield can also fake someone into doing a cartwheel or jump when they don’t need to. This can make them easier to nail as well. Shields can be a real nuisance to deal with. This is often because someone can erase most of your attacks simply by blocking with an erase shield. Some decks are designed to stall you by erasing many of your attacks with defenses and then attacking you while you have a lacking offense. Your Many Possibilities: Carrying some skills with high attack power is one way to break shields. There are 4 erase skills dedicated to specifically Erasing an opponent’s shield. These 4 are Dragon Slayer,(the only non online one) Judge of Ares, Shield Slayer, and Lost Dragon. Erase skills like Lack can also stop a lot of shields used on an opponent if you get an open shot. There are also several attack skills in Nature and Ki schools that erase shields if they hit.(Lightning Sword etc.) If you carry a move that boosts strength like Trance or Tiger’s strength you can make some of your attacks able to break more shields. Even just raising your strength by one with Lunar Force or Heat will have skills like Fire of Gehenna take out a lot more shields. Use Glacial Wall to freeze someone’s buttons and follow up with your own attack. Lower an opponent’s level. If you lower an opponents level you can stop them from continuing to use shields over and over.(especially more expensive ones) A Fortress of Iron can block a lot of attacks and not be broken but if they don’t have the aura to use it over and over they will be overwhelmed. You can use Wind Pressure or Turbulence to stop someone who’s using defensive moves like Dash, Charge, Retreat or Invulnerability. Special/Erase moves usually have good enough homing to hit people who Dash. (i.e. Lack) If you carry moves like Reincarnation or Seal of Death you can use them without worrying about being erased.(Reincarnation will cost a total of 6 aura to retain if blocked by an erase shield.) You can use Vacuum Bullet to fake people out with projectiles, so they either waste their shields or aura. The skill Freeze Shot can actually do damage if you give yourself extra strength. The bonus here is that Erase Shields can’t stop it. You can fire or use non attack moves in general without having to worry about being erased while trying to force an opponent to waste aura so they can’t defend. The only shield skills to really watch out for when doing this are Glacial Wall, Paralyze Barrier, Absorb Energy, and Reverse/Reflect shields. Overwhelm someone with spamming or combination attacks. If you fire one skill that an opponent blocks and you can follow up with another skill or the same skill you can sometimes hit an opponent before they can put their defense up again. This is especially useful when dealing with Course or Reflect moves. If you manually aim into Course shields that don’t reverse moves, you’ll get past them. Reverse or Reflect moves can’t make projectiles hit you if you manually aim at them, unless you get hit by explosions or make an effort to line yourself up with the attack. Spamming is also helpful in catching people who constantly Dash. Status and Erase skills are much harder to dodge with Dash. Some may be impossible without a person having lowered homing. You can cause people to waste aura or an entire single use shield by firing an attack manually away from the opponent but close enough to scare them to block.(you manual aim by turning lock on off and putting the camera in the direction you want to aim before firing.) Sneak up on someone with camo moves like Optical Camo or Demon’s Wing. Use psych out tactics to avoid getting attacks erased. You can run up to an opponent with certain moves like a brush shield or a tiger’s strength and do it in front of their faces. You can even Dash into someone’s face to scare them. Sometimes these things can fool someone to put their shield up giving you enough time to follow up with an attack before they can block again.(some shields don’t recover in time, or an opponent will not react quick enough or have the aura to block again) This can be a great way of getting free melee shots in. Sometimes you can even get twitchy people to waste a single use shield if you just walk in front of their face and do a move like Purify for no reason. These tactics would never work on a computer opponent but can work quite well on people. If you do get fooled try to use the shield quickly again. It might save you still. On more advanced opponents you may get into an elaborate psych out game where you'll have to try to psych them into using their shield twice before striking when they can't get open. You can use piercing moves or use the environmental skill Berserk to give piercing to all attacks. If there are a few shields in a particular school that you hate you can carry an Anti School Environmental. Playing Reduce Entropy or Chaos can limit the types of defenses they use. Chaos can stop both Dash and Photon Barrier from being used. Memory Lapse can limit their defense a lot. Messing with aura with environmentals like Irregular Rhythm or Fatigue can be effective. If someone has Optimization down and their using expensive defenses like Reverse, Fortress of Iron, take it down. You’ll make it a lot harder for them to defend or use these expensive moves including Charge and Retreat. If a person is using Photon Barrier over and over, keep breaking the shield till they don’t have the aura left to keep it. Taking an Optimization down can help. Photon Burst and Wave can surprise a person eager to block the first time. If you walk up to someone in the face who plans on blocking what they think is a melee you can often use these moves before they can get their shield up. This is because these moves have a quicker start up time. You can try this with other skills too and succeed sometimes. This could be due to lag or the person just not being ready to block in time. I probably wouldn’t risk it with other attacks if you suspect they have a shield that will erase your attack. Sometimes using moves with deceptive timing like some crawlers or a move like Swarm/Dance of Moths will cause someone to block too early. Decks that revolve around single use moves or use Recall can worry less about getting moves erased.(if they actually break some shields) Wait for them to make a move themselves if their just going to stand around defending all day. Erasing capsules of an opponent is one way of forcing them to do something besides use defenses. If you can shoot from a high enough height you can sometimes get past the protective radius of some non shelter shield types. Its possible to jump and shoot over someone’s head if your in the right position. For Gust or Reverse you can either manually aim or fire two attacks at different speeds so that they can’t recover in time to protect from the second projectile. Sometimes firing unexpectedly can mess up those using Change Course or Gust to fail to block in time. If you really want to get creative in dealing with course shields in some cases you could fire a slow moving attack like Dance of Moths and Lightning Speed past it, to follow up with a melee move. 4PDDealing with Erase Skills and using them to the best of your ability. Erase skills are great for keeping someone in check by lowering their aura, getting rid of pesky moves, or just erasing them to death by destroying all their capsules. For some people, erase skills can be very difficult to deal with. One of the easiest ways of dealing with erase skills is to add the skill Orb or Amulet in. (these do not stop capsule erasing or attacks that have an erase effect) If you really need to stop erase skills you could play skills that knock erase skills out of people’s hands like Turbulence or Wind Pressure. There is the environmental Commandments that stops all erase skills from being used for one minute. Necrominicon stops attack skills with erase effects from erasing you when they damage you.(it also stops all other add effects on attacks) If you structure your deck around certain erase skills you won’t suffer as badly. If your arsenal has a mix of one time use skills and infinite use skills you won’t be crippled as easily by Lack. Carrying skills that lock to your button like Seal of Death can also help you deal with them. Photon Barrier, Reincarnation, and Arrow of Artemis will also retain themselves if you have enough aura to pay for retaining those skills when your hit by erase skills. Even better is how these skills are often targeted by skills like Disremember, making it hard for someone to erase you.(the same applies for locked skills like Seal of Death or Orb) If you have some space for low costing skills you will not be hurt as badly by skills that lower your aura. Although its not the end all solution to everything Optimization will nullify a lot of the harm that aura erasing skills cause. If there are only certain erase skills that really get to you, you could even use something like Anti School Enviros, Reduce Entropy, or Chaos to reduce the choices of erase skills used on you.(Be aware chaos will negate Orb and Amulet though, but it will screw Vicious Balance arsenals especially if they don't have a 3 cost anti environmental) Holding onto aura particles can also help stop Heat from the Void or Vicious Balance from being as effective. If you have about 7 aura you probably don’t need to really bring yourself up to 8 right away and if you find you do you can always use the aura particle any time anyway. Skills like Disremember can target aura particles in your hand first before going after more valued skills. This will also have attacks like Psycho Burst do less damage to you. As for people who want to erase capsules, one of the best ways is to wait for them to try and shoot them when they’re in the act of erasing capsules. The sound of capsule erasing is pretty loud, so if your away from your spawn you are likely to notice that something is going on by the sound going off. You can check your skill count to get an idea of what’s going on. If your capsules have changed in some way that is another sure sign. Recall can be effective in dealing with erase decks that don’t lower your level. Making sure erase skills work - If your opponent doesn’t have any yellow in his hand then your erase skill will succeed if it hits. But if he does have yellow you will have to think about whether they have Orb or Amulet in hand and whether using a one time use skill is worth the risk it if it might get canceled. Retain effects will cancel certain skills from being erased though. If you know they have Reincarnation and you want to erase it with Lack you will have to wait for their aura to get below 2. If you want to guarantee an erase skill will work on your opponent one of the easiest ways is to use skills that freeze all their buttons like Ice Sword, Glacial wall, and Chill Breeze(when timed with a partner). Freeze someone and then trying to erase a retain skill like Reincarnation won’t work though.(unless they can’t pay the 2) If you play the Environmental Chaos you will also guarantee that your erase skills won’t be stopped by anything like Orb or Amulet. To stop Amulet,(its only 3 uses) you can make use of skills like Neutralization, Crush and others.(this will also lower someone’s aura that’s using Orb) Even if there’s nothing to change on the opponent these moves work cause Orb and Amulet to get set off. After you get rid of amulet your free to do as you please. You could also try to create a situation where your opponent uses his aura for other stuff and then use an erase skill so when they don't have enough aura to have orb or amulet work. You can use this trick against retain skills like Reincarnation as well. Your opponent has 4 aura and fires off Reincarnation. At the same time you fire Lack at him and cause it to get erased. You can carry Orb/Amulet yourself to protect against some of your erase moves(like Reflected Erase moves or Disentegrate, the 1.2 hole version). It won’t protect against any automatic erase moves like Vicious Balance or Quantum Decay. Acceleration is sometimes used to speed up capsule erasing. Even just erasing some Capsules with a move like shatter can ruin someone’s strategies against you. A nice use of Accelerate I saw someone do was to use Call and Speed Ups to run away from his opponent and quickly pick up more capsules so that he could repeatedly Violent Change his opponent who couldn't catch up to him. 5PD Environmental Hanging/Floating: How to Do it and Ways to Thwart it. A brief word on Environmentals Environmentals are the light blue skills that create little blue balls on the field. Only one can be down at a time and anyone who tries to put an environmental down while another is already out will not work. If you walk up to the ball you can capture it like an aura particle. Environmentals are powerful and can be used for many different reasons. They change something about what’s going on in the game. See the arsenal section and combos section for more ideas on them. How to float Environmentals: This trick is regarded by some as a cheap tactic and it is one of the easiest ways to piss off some people. But many consider it legitimate and it is available for you to use whether you think it really belongs in the game or not. It makes some arsenal ideas more feasible and can create some interesting situations. Basically one goes on top of a place in a level where there is a destructible object or floor. They place the environmental skill over the destructible area and then destroy the floor or object which effectively floats the blue ball in the air so it can’t be picked up.(if the object they did it off of is high enough) If you jump in the air to try to take down the environmental ball, you will find that despite the logic of this you can not take it down. (which is exactly why many people hate it) Pair this up with a skill like Reduce Entropy, or Memory Lapse and you’ll find you have the ability to nullify or severely cripple quite a few arsenals with just a single environmental. There are many environmentals that can take advantage of this. Keep in mind just because you can hang an environmental, its not always wise to hang an environmental because you’ll find that it could actually help your opponent more than yourself.(Optimization) Since Orb/Amulet will protect against Anti Environmental erase skills, this can make it even more difficult to take an environmental down. How to deal with floated environmentals: 1. Put erase skills in your arsenal that get rid of environmentals. (Judgement, Crush, Starting Point, Return to Nature) You could also try to erase an opponent’s skills to stop them from ever putting it out. Certain erase skills like Turbulence will get rid of environmentals in players’ hands. 1A. **THIS IS UNDERLOOKED: If you time the use of your environmental erasing skill you can erase more Environmentals than you think. Example: You see your opponent is carrying an Environmental in his hand. You have Crush in your hand. Normally that will erase any environmental that is out but one enviro it can’t stop once its out is the Reduce Entropy which stops any skill from being used that costs 3 or more. So… Wait for your opponent to start up the animation for Reduce Entropy. As he is in the process of doing the animation to make it take effect use Crush. If you time it right your opponent will put the Environmental into play and Crush’s effects will take effect right after Reduce Entropy has taken affect. Since Crush was done before Reduce Entropy actually came into effect it will still work and erase the Reduce Entropy. You could not have erased it with Crush if you tried to use it any time after it took effect. While you may not see if the person’s environmental might actually be useful to you, generally its better to erase someone’s environmental before it takes place than finding out later that its really bad for you. *Note: This will not stop Memory Lapse’s effect of making a skill single use. (It will erase Memory Lapse, of course before you lose it unless they had enough for Orb or Amulet) 2. Use your own environmental skills.(not just Optimization) Even float them. If you aren’t using an environmental skill in your arsenal then you should really take a look at it and see if there’s not anything that you could possibly use for something, even if its Unison.(which if you hide it your opponent may try to put his out and waste it before he realizes you have it out) If yours are out they’ll have to come to you to get it or find a skill that erases it to put their own out. You could even lay landmines by it. Your opponent is likely to not even see ones like Vapor Cloud because it only gives off a gaseous affect that the glow of the environmental further obscures. With Freeze Mine you could help stop your opponent from even picking up the environmental. If you don’t think your opponent is going to play an environmental later you could always take down the environmental for an aura you need. Cheap costing ones at 2 or 3 aura can often sub for an aura particle without too much cost to your arsenal's speed. 3. Destroy places that an opponent is likely to hang the environmental skill. You will have to learn the layouts of each level. Depending on the level this can be a hard task to complete. You could always choose levels where it’s not as easy to hang if you really want to avoid it. The Lane levels do not have any place where it can be hung. There is a section in the Stages faq that tells where you some of the best places to hang or put environmentals at each level. 4. Did the player really hang the environmental skill? Walk towards the environmental skill if it’s in the air. If your head can touch it while your on the ground then you can still pick it up. You’d be surprised the places where you could position yourself on the ground to reach high enough to touch it. See if you can reach at the ledge where it seems to be hanging you might be able to reach out and touch it to take it down. 5. If you know your opponent wants to hang the skill get your attacks ready.(this even goes even if he just wants to use the environmental) The second he starts up the animation hit him. If your fast enough you’ll cancel out the animation. Even if he still manages to hang the environmental after getting hit a few times, it could cost him the match. 6. Don’t give up! Your arsenal may get severely crippled but your opponent may not actually have a good game plan to finish you off with. You could always get a draw by dodging everything. And use debris to hurt your opponent. 7. If your opponent has a yellow skill in their hand they may have orb or amulet which can protect against Environmental erasing moves. Your best bet is to Freeze your opponent’s buttons or wait for them to have 0 aura if their using Memory Lapse or before using a one use environmental eraser. For any other environmental you could try to use infinite use ones repeatedly to lower their level so that Orb or Amulet can no longer protect against it.(or Amulet gets exhausted) 6PD Stat Changers - Benefits and Dealing with them. There are a variety of skills in this game that changes the traits of your characters. This includes changes in Strength, Speed, Homing, Aura Regeneration(how quickly your aura recharges), Invulnerability to damage, (Void), and Cloaking(Optical Camo among others). Traits that are purely negative include poisoned buttons, frozen button(s), scrambled buttons, paralysis, being decoyed(can only lock onto person who Decoyed you). Having a boost in stats over an opponent can sometimes turn the match over to you. All these moves are important to consider in dealing with other people’s arsenals. Skills like Purify or Neutralization will negate any of the above effects. (it also stops Mind Reading) They carry a stun effect with them when they neutralize any effect.(including Decoy) Sometimes you can use this to your advantage to stun a person and follow up with an attack. Ex. Neutralize a person with +1 attack and follow up with an attack fast enough to connect. You can jump in the air as your hit to avoid the stun effects these moves have. Jumping in the air is an effective away of dodging the stun effects of Paralyze or Dazzle. Amaros, Amaro’s Watch, and Angel’s Breath will reverse any of the number based stat moves. You can also stun people with Amaros moves if an environmental is out that gives a numbered stat. It won’t reverse the stat created by an Environmental though, but it still stuns. When thinking of trying to effect stats don’t forget about using Environmentals. One Burden combined with Increased Gravity will dramatically lower an opponent’s speed. This section will talk of strategies around changes in stats. This may seem elementary but there are some things you may not realize that could help you out. Changes in Strength - A change in strength will obviously make you stronger or weaker. This should be especially noted in using attacks that have cheap casting cost that are often weaker without stat boosters. Some skills are much more effective when they have an extra boost in strength. Tiger’s Strength and Trance are both great stat boosters that you can use over and over without worrying as much about being purified or amarosed. Fire of Gehenna can do 6 damage but with just 1 extra strength it can break a lot more shields in the game. Other stat boosters include Heat, Stimulate, Friendship, and Lunar Force. Although Trance and Tiger’s Strength can’t be used to get +4 strength, other stat boosters like heat and Lunar Force can be used in combination with Trance or Tiger’s Strength to get more than +2 strength.(Martials arts scroll can’t be combined with Tiger’s Strength or Trance either) Some notable skills to boost strength on are the charge up moves you can spend 0 aura to use over and over. With a stat buff they will do damage even though you spent 0 aura. It can be difficult for someone to try to dodge several Ki Palms, Ki Cannons, or Gugnirs. A lot of faith attacks with life penalties benefit greatly from the stat boost. Scream of Evil isn’t that great a skill without strength boosts. If you use moves like Pursuit or Backdraft Bullet and stat buffs you can do a dramatically greater amount of damage to an opponent. Lets say you use tiger’s strength and then flame sword an opponent for 5, you can then follow up with pursuit to do 5 more damage. That’s typically half someone’s life with just one connected blow. 2 Gravity Presses with +2 strength will do 20 damage. With the right numbers you can make some very devastating attack combos. Another nice example is having +2 strength with Trance and hitting someone with Greedy Spirit for 4, follow up with Swift Blow for 9 while their stunned from greedy spirit and then Sky Pursuit them for 5. This combination does 18 damage for just 2 aura. “Knockdown” Effect - There is a general rule in this game that any combination of projectiles that do 5 or more damage will knock an opponent down. 3 or more damage with any combination of close up attacks will knock someone down. The only exception here is the melee skill Hi Speed Punch which has to do 5 damage to actually knock someone down. By boosting strength and knocking an opponent over you make it easier to continue attacks on them, plus you bought yourself time to regenerate aura. If you have attacks that work while someone’s down its easier to set them up. An Ice Sword might not take out an opponent with a few hits but if you boost up the strength of the sword it becomes that much more realistic to take someone out with mostly an Ice Sword. Some specialized projectiles and melees will knock someone down even if they do less than 5 damage(projectiles) or 3 damage(melee). Thor’s Hammer, Vampire Bats, and Succubus Tempt are some that knock down despite doing less than the usual amounts. Explosions will knock someone over even if it does 0 damage. Loss of Strength - There are also moves that lower your strength. Usually its only negative to lose strength. Less moves will knock an opponent down in one blow and some moves become pretty useless. There might be an attack that works better with less strength because it doesn’t knock down with less strength. On the plus side if your opponent has lowered attack power, your shields will have a better chance of lasting longer. Some moves that can have beneficial effects with lowered Strength are by doing the combo Earthquake with - 1 strength by something like Holy Ray. You block the Earthquake you used with Digestion to gain life. You can do this over and over and not break the shield where earthquake normally would break it at normal strength. Fast Bomb is another skill you can lower your strength by 2 with and do 0 damage to knock yourself down over and over. If timed right you can avoid some attacks by blowing yourself up for 0 damage. Boosted Homing - By boosting homing some attacks become impossible to dodge for even cartwheelers. Its also easier to overwhelm someone when you have boosted homing. Loss of homing can make some skills a lot less useful. Check the homing section in the faq for more details.(it’s coming up next) Some skills seem completely unaffected by homing and that is discussed more in detail there. Combining Traveling Thought with an Acquisition can be a quick way of giving you very high homing. Combining Dense Fog with a Magnetic Field can dramatically lower an opponent’s homing. Boosted Aura Regen - This makes it easier to do moves over and over again. Meditation and Etho’s Inspiration are typically the only skills that are normally positive in aura regen. But its also possible to Amaros yourself to reverse the lowered aura regen that comes with Heat or Stimulate. There’s also Desertification to lower everyone’s aura regen. Basically this will just change the rate at which someone can do moves. Speed - Boosted speed can make it much easier to dodge or run from attacks as well as to pursue an opponent. Even a +2 boost in speed makes it much easier to pursue someone with normal speed. This can help avoid situations like someone running around the tree all day at Palace. Lowered Speed does make it harder to dodge. -4 will feel really slow. It should be noted that if you jump around you can actually move faster than walking when it gets this low. Cartwheeling also gets around faster than walking slow speeds. You will still be able to dodge moves with the cartwheel pretty effectively still and some with jumps. Still its easier to get overwhelmed by being slow. Skills that put you in the air like Levitate or Skywalk bypass lowered speed stats. You’ll move at a bit quicker than normal speed with these moves. Invulnerable - Void makes all attack skills do 0 damage. It doesn’t negate any effects that come with them. (Dragon Punch(erase an attack on opponent that’s hit by it)). Erase Special, and Status skills still work as normal on you. Succubus attacks still take aura from you even though they do 0 damage. Use Necronomicon to stop those effects while Voided. Invisible - If any skill affects or hits you in any way(including hit all moves) you will be revealed. If you turn on something like Optical Camo while a projectile is heading right towards you it will still lock on to you. Anti environmental skills will reveal you too if you don’t have orb/amulet. Scrambled Buttons - The skill Dazzle scrambles button assignment on a person. However, if you use your control pad(not the analog stick) you can see where the buttons are assigned to till Dazzle wears off by pressing in the direction. Movement Paralyzed - Any move like Paralyze or Still Moment has these balls that surround you and stop you from moving while effected. However, if you don’t move(don’t move on the analog pad) you can still use skills even if they cause you to move. Its also possible to jump in place or cartwheel while paralyzed.(you won’t go as far though) Melee moves won’t travel very far when Movement is paralyzed. Truly Paralyzed - You can’t do anything with this effect and you are totally open unless you suddenly have an auto shield you can use. Moves like Pressure have this effect. Lift up and Anti Gravity trap are similar to this except they throw someone up in the sky when they stun. Poisoned Buttons - Some skills poison a person so that whenever they hit a button they take 1 damage. You’ll see purple and skulls on your skills till the poison clears. If you poison an opponent it can make it easier to continue to attack them. People often try to avoid using skills when poisoned. And if they do start coming after you just avoiding their moves will cause them damage. If Backdraft is also down someone will take 2 damage when they press a poisoned button. Frozen Buttons - Most moves that freeze, freeze all buttons on a person they effect.(Glacial Wall, Ice Sword) This is a great time to pursue someone. You can also get around orb when its frozen. Frostbite freezes a single button on a person that can’t be unfrozen unless you use something like Neutralization. Freeze Shot only freezes one button for 10 seconds. Decoy - You can only lock onto the person who hit you till the effect wears off.(10 seconds) If the person is invisible during this time you can’t lock onto anyone. Inverted Controls - While this effect is on you, you will move in the opposite direction that you push on the analog. The second this trait disappears you will revert back to normal movement which can throw you off