
Brawlhalla





没什么特别的,就是一些连招,因为最近没人做过类似的内容。 基础内容: 除非看到加粗的(连段)或标题(读招/惩罚),否则我列出的所有内容都是真连招。 有时我会说“当你知道他们没有闪避时”,我的意思是闪避系统是这样运作的:地面闪避有1.33秒(80帧)的冷却时间,也就是下次可以使用闪避前的间隔;还有0.97秒(58帧)的失效时间,即一次闪避结束到下次闪避开始前的时间。空中闪避的冷却时间为3.23秒(194帧),并且……87秒(172帧)的技能冷却时间,你可以利用这段时间使用更高伤害的招式,而不是在对手处于冷却状态时使用确反连招。你可能还会看到空中招式旁标注【地面】,这表示该招式结束后你会回到地面,因此要在略高于地面的位置使用该招式。我所说的一切都是基于5力量属性对抗5防御属性的情况。 重击: NH = 中立/上方向特殊技(除空手外,每个角色/武器的特殊技各不相同) DH = 下方向特殊技(除空手外,每个角色/武器的特殊技各不相同) SH = 侧方向特殊技(除空手外,每个角色/武器的特殊技各不相同) 轻击: NL = 中立轻击 DL = 下方向轻击 SL = 侧方向轻击 空中攻击: R = 起身攻击 GP = 下砸攻击 NA = 中立空中攻击 DA = 下方向空中攻击 SA = 侧方向空中攻击 其他: GC = 重力取消(空中闪避后使用招式) J = 跳跃 DJ =框架,出色的连招起手,28伤害)DA→J→R(32伤害)DL→J→GC→DL DL→NL(若等待原地闪避则可预判,30伤害)NL→UFD→SA(5闪避框架,良好的后续连招,42伤害)SA(地面)→NL(42伤害)DL→J→GC→NL(30伤害)SL→FD→NL(5框架,38伤害)SL→FD→DL(6框架,24伤害)DA→J→NA(4框架,DA的良好后续,37伤害)俄罗斯黑手党连招在120伤害时可使用X轴转向DA,140-150伤害时使用SA,150-170伤害时使用空A,DL→J→FD→R→(X轴转向DA、SA或NA)分别造成40、45和47伤害。 史蒂文纳特的70+伤害锤子连招:遗憾的是该连招已被修复,但仍可作为造成大量伤害的连续技使用 DL→J→GC→DL→FD→转向→SA→DL→T→DL→J→GP 或者,将T→DL→J→GP替换为NH会更简单。枪械武器连招技巧:记住你可以将连招和连续技组合起来,所以如果看到一个连招的起始动作与另一个连招的结束动作相同,将它们组合起来可以造成更多伤害(这里就不列出所有组合了)。 地面特殊攻击→空中轻攻击(35伤害) 地面特殊攻击→空中下轻攻击(38伤害) 地面特殊攻击→空中侧轻攻击(3帧,34伤害) 空中下轻攻击→空中侧轻攻击(40伤害) 空中下轻攻击→跳跃→特殊攻击(38伤害) 空中轻攻击→上方向空中闪避→前转身→空中普通攻击(3帧,37伤害) 特殊攻击→空中闪避→空中下攻击(6帧,33伤害) 空中侧轻攻击→跳跃→特殊攻击(4帧,34伤害) 空中轻攻击→上方向空中闪避→空中上攻击(10帧,在确认敌人没有闪避时使用,39伤害) 地面抓取→空中下轻攻击→空中闪避→前转身→空中普通攻击(40伤害) 地面抓取→空中下轻攻击→空中闪避→空中上攻击(47伤害) 空中下攻击→地面抓取→空中轻攻击(2帧,37伤害) 空中下攻击→地面抓取→空中下轻攻击(5帧,39伤害) 空中普通攻击→跳跃→空中上攻击(10帧,良好的后续连招,43伤害) 空中侧轻攻击→等待→跳跃→空中上攻击(用于预判敌人向你方向闪避,43伤害)伤害)T(下)→PU→R (28伤害) DL→FD→NL (仅在DL是本局首次命中时生效,41伤害) NL→J→GC→NL (蹲防预判,38伤害) 在暮光林地,你可以将对手弹向墙壁形成不错的确杀连招,具体如下:暮光林地枪械连招,大约在100伤害时可击杀。 弓 记住你可以将连招和连段组合起来,所以如果你看到一个连招的起始动作是另一个连招的结束动作,就将它们组合起来以造成更多伤害。 弓的使用主要是重复使用相同的基础连招,并时不时命中来累积伤害,但仍有一些连招可以使用。 DL→NL (2闪避帧,28伤害) SL→等待→SL (蹲防和向你方向闪避预判)DL→J→SA(3帧,27伤害) DL→J→R(5帧,30伤害) DA(地面)→SL(34伤害) SL→DL(优秀的连招起手,28伤害) R→UFD→NA(7帧,不错的R后续连招,36伤害) DL→J→NA(3帧,30伤害) DA(地面)→FD→NL(34伤害) NL→J→NA(34伤害) NL→J→SA(1帧,31伤害) SA(地面)→NL(6帧,31伤害) DL→J→GP(8帧,在确认对手没有闪避时使用,34伤害) SL→等待→DL(识破闪避,28伤害) SL→FD→SL(识破后退闪避,32伤害) DA→FD→NA(5帧,不错的DA后续连招,36伤害) SL→UFD→DA(3帧,34伤害) SL→FD→T→NL(35伤害) 斧头连招注意事项:你可以将连招和连段组合起来,所以如果看到一个连招的起手招式与另一个连招的结束招式相同,可以将它们组合以造成更多伤害。伤害值(此处未列出全部伤害值)。抱歉,斧头的确没有太多确反连招,因此这里主要是预判和连段: SL→DL(27伤害) SL→J→SA(3闪避帧,32伤害) SL→J→NA(2帧,31伤害) SL→J→DA(若不作为预判使用则为6帧,下闪避预判,31伤害) 地面DA→DL(4帧,优秀的DA后续,32伤害) NL→FD→SL(6帧,优秀的连招起手,32伤害) 地面DA→J→SA(9帧,优秀的DA后续,37伤害) NA→GC→DL(32伤害) SL→J→GC→SL(原地闪避预判,后续可接J→NA、J→SA或R,26伤害) NA→J→SA(6帧,优秀的NA后续,37伤害) SL→等待→NL(下闪避预判,32伤害) SL→J→GC→DL(上-后闪避预判,若对手上-前闪避则在DL前转身,27伤害)伤害)SA(地面)→NL (10帧,38伤害) DA(地面)→J→NA (跳跃/上闪避预判,36伤害)SL→J→R (上-后闪避预判,转身进行上-前预判,26伤害) 拳刃 记住你可以将连招和连段组合起来,所以如果你看到一个连招以另一个连招结束的招式开始,可以将它们组合起来造成更多伤害,(我认为没必要列出所有组合) DA(地面)→NL (根据DA的命中位置,20-30伤害) SL→NL (24伤害) NL→DL (25伤害) NL→J→R (6帧,31伤害) SL→DL (24伤害) DL→NA (6帧,23伤害) DA(地面)→FD→DL (2帧,良好的连招起手,17-37伤害) NL→J→NA (8帧,24伤害) DA(地面)→FD→SL (4帧,16-36伤害) NL→J→GC→NL (NL后的原地闪避预判,26伤害)NL→J→GC→SL(闪避远离或转身以应对方向预判,24伤害)NA(地面)→DL(2帧,良好的连招起手,23伤害)SA(地面)→DL(27伤害)GC→SL→NA(5帧,良好的后续连招,24伤害)GC→SL→R(3帧,良好的后续连招,29伤害)DA→NA(良好的跳跃惩罚,29伤害)DL→FF→XPivot→DL(方向或远离闪避预判,良好的连招起手,24伤害)DA→SA(出色的DA后续连招,5帧,33伤害)GP→R(2帧,37伤害)短刀循环当对手没有闪避时使用此连招以快速造成大量伤害。DA→FD→DL→J→DA,然后重新开始。在护手模式中,请记住你可以将连招和连续技组合起来,所以如果看到一个连招的起始动作与另一个连招的结束动作相同,可以将它们组合起来以造成更多伤害(我认为没有必要列出所有组合)。 DL→SL(28伤害) DL→UFD/DJ→DA(31伤害) SL→NA(3帧,24伤害) SL→GC→SL(用于后闪避预判,转向可用于前闪避预判,28伤害) NA(地面)→J→DA(29伤害) SL→R(3帧,31伤害) DL→NL(31伤害) SL→FF→SL(用于下闪避预判,28伤害) R→NA(5帧,29伤害) DA(地面)→FD→NL(34伤害) NL→FD→SL(4帧,31伤害) DA→FD→R(5帧,34伤害) DL→J→FD→R(31伤害) DA→FD→NA(5帧,优秀的连招起手,29伤害) NA→GC→DL(26伤害) NA→GC→SL(优秀的连招)初始攻击,26伤害) GC→DL→FD→R (31伤害) GC→DL→FD→普通空中攻击 (3帧,26伤害) FD→普通地面攻击→R (29伤害) 普通空中攻击→特殊空中攻击 (27伤害) 普通地面攻击→跳跃→特殊空中攻击 (3帧,27伤害) 特殊空中攻击→FD→普通空中攻击 (5帧,27伤害) 横斩→跳跃→特殊空中攻击 (4帧,29伤害) 普通空中攻击→下前冲刺→下攻击 (29伤害) 横斩→快速下落→跳跃→普通空中攻击 (除下闪避外的任何闪避,根据闪避调整跳跃,后续可接特殊空中攻击、GC→DL→FD→R或GC→横斩→R→跳跃→普通空中攻击) 护手连招循环:当对手没有闪避时使用,可快速造成大量伤害 下攻击→FD→X转身→普通空中攻击→跳跃→下攻击→FD→X转身→普通空中攻击→跳跃→下攻击,循环重复。冲刺跳跃 FF=快速下落 UD=上闪避 FD=前闪避 BD=后闪避 DD=下闪避 T=投掷 PU=拾取 接下来,让我们进入正题 徒手 徒手使用起来很有趣,而且擅长使用徒手也很有用,尤其是当你被武器格挡时。 记住,你可以将连招和连续技组合起来,所以如果你看到一个连招的起始动作与另一个连招的结束动作相衔接,就把它们组合起来以造成更多伤害(我觉得没必要列出所有组合) DL→J→SA(28伤害) DL→J→R(25伤害) DL→J→GP(30伤害) DL→J→NA(29伤害) DL→J→DA(不稳定,11-30伤害) DL→UFD→SA/R/GP/NA/DA(如果你想耍帅不使用跳跃的话) DL→NL(在眩晕结束的第一帧输入可能成功,24伤害) DL→NH(在眩晕结束的第一帧输入可能成功)镰刀:记住你可以将连招和连段组合起来,所以如果你看到一个连招的起始动作与另一个连招的结束动作相同,就可以将它们组合起来以造成更多伤害(我觉得没必要列出所有组合)。另外,镰刀的真连不多,抱歉: NL→J→NA(3帧,25伤害) NL→J→R(8帧,适合在对手没有闪避时使用,29伤害) NA→J→SA(29伤害) DA(地面)→SL(3帧,优秀的连招起手,26伤害) DL(踢开)→FD→SL(4帧,27伤害) SL(踢起)→J→DA(可应对任何方向的闪避,根据闪避调整跳跃,26伤害) NA→J→R(5帧,优秀的后续连招,32伤害) DA(地面)→NL(4帧,26伤害) DA→NA(3帧,29伤害) SL(踢起)→等待→NL(应对原地闪避,22伤害) DL(拉回)→UFD→NA(2帧,29伤害)伤害) SL(上踢)→J→GC→SL(上踢)(原地及后退闪避预判,22伤害)SL(外踢)→DL(3帧,根据使用的DL不同造成30或31伤害)SL(上踢)→J→DA(3帧,26伤害)GC→SL(上踢)→R(7帧,在对手无闪避时使用,29伤害)若对手不闪避则为0死连招,因存在大量闪避帧。NA(地面)→J→SA→GC→DL(踢击)→NA→J→SA→J→DA→GP 角色特定连招 博德瓦: 剑 DL→GC→NH(原地闪避应对,32伤害) SL→FD→DH(10闪避帧,41伤害) DL→等待→GC→DH(下闪避应对,35伤害) SL→FD→NH(跳跃/上闪避应对,27伤害) 锤 DL→等待→NH(原地闪避应对,33伤害) DL→SH(7帧,37伤害) DL→DH(10帧,32伤害) 卡西迪: 枪 SL→等待→NH(向你方向闪避应对,38伤害) SL→FD→转身→NH(原地闪避应对,38伤害) DL→FD→NH(5闪避帧,38伤害) 锤 DL→NH(24伤害) NL→FD→NH(37伤害) 奥利安: 矛 DL→GC→NH(2帧,46伤害) NL→FD→DH(原地及向你方向闪避应对,45伤害) SL→NH(6闪避帧,49伤害) SA(地面)→DH(10闪避帧,48伤害) 火箭 lance SL→NH(38伤害)DL→SH(向你闪避预判,49伤害)NL→FD→NH(10帧,46伤害)DL→FD→NH(跳跃预判,42伤害) 【弗拉克斯领主】:枪械 NL→J→GC→NH(原地闪避预判,49伤害)DL→FD→NH(4帧,52伤害)DL→WAIT→DH(下闪避或原地闪避预判,45伤害)SA→NH(2帧,37伤害) 【火箭 lance】 SL→NH(2闪避帧,50伤害)NL→FD→NH(8帧,58伤害)DL→FD→DH(10帧,41伤害)DL→FD→NH(9帧,56伤害) 【 Gnash】:锤子 DL→NH(11帧,35伤害)DL→SH(6帧,31伤害)NL→FD→NH(15帧,50伤害)SL→FD→SH(远离闪避预判,40伤害) 【矛】 DL→GC→NH(2帧,40伤害)NL→FD→SH(远离闪避预判,42伤害)SL→DH(向你或原地闪避预判,46伤害)NL→FD→NH(10帧,42伤害) 【奈伊女王】:爪子NL→NH(原地闪避预判,43伤害) DL→GC→DH(15帧,39伤害) DL→GC→NH(上闪避或原地闪避预判,42伤害) DA(地面)→FD→NH(15帧,35-45伤害) NL→J→GC→DH(原地或向前闪避预判,40伤害) NL→J→GC→SH(向后闪避预判,35伤害) 长矛 DL→GC→NH(43伤害) SL→SH(12帧,42伤害) NL→FD→NH(跳跃惩罚,43伤害) 服部半藏: 剑 SL→FD→NH(跳跃惩罚,43伤害) DL→GC→NH(10帧或原地闪避惩罚,35伤害) DL→GC→NH(10帧或原地闪避惩罚,35伤害) SL→DH(向你方向闪避惩罚,42伤害) SL→FD→SH(15帧,45伤害) 长矛 NL→FD→NH(15帧,42伤害) SL→NH(14帧,45伤害) DL→GC→NH(10帧,41伤害) SL→DH(12帧或向你方向闪避惩罚,46伤害) SL→DH(12帧数或向惩罚方向闪避,46伤害)SL→SH(8帧,48伤害) 罗兰爵士: 剑 DL→GC→NH(原地闪避惩罚,30伤害) NL→FD→NH(15帧,36伤害) NL→DH(向你方向闪避惩罚,34伤害) SL→FD→NH(跳跃惩罚或20帧,38伤害) SL→FD→NH(跳跃惩罚或20帧,38伤害) 火箭 lance SL→J→GC→DH(原地或远离闪避惩罚,40伤害) SL→J→GC→SH(原地或远离闪避惩罚,36伤害) DL→FD→DH(14帧,46伤害) SL→NH(10帧,38伤害) DL→NH(跳跃或向上闪避惩罚,44伤害) 斯卡莱特: 锤子 DL→NH(4帧,29伤害) DL→SH(7帧,31伤害) DL→DH(8帧,26伤害) DL→等待→DH(原地或向下闪避惩罚,26伤害) SA(地面)→SH(15帧,43伤害) 火箭 lance SL→NH(4帧,29伤害)SL→J→GC→DH(原地或向你闪避惩罚,29伤害) DL→FD→DH(原地闪避惩罚或15帧,35伤害) DL→FD→DH(原地闪避惩罚或15帧,35伤害) DL→FD→SH(14帧,35伤害) 撒奇:剑 DL→GC→NH(15帧或原地闪避惩罚,35伤害) DL→GC→NH(15帧或原地闪避惩罚,35伤害) SL→NH(17帧,43伤害) DL→GC→SH(14帧或向后闪避惩罚,37伤害) DL→GC→SH(14帧或向后闪避惩罚,37伤害) T(下)→PU→DH(13帧,30伤害) 枪 DL→FD→NH(48伤害) NL→J→GC→NH(原地闪避惩罚,45伤害) DL→FD→SH(8帧,46伤害) 艾达:矛 DL→GC→NH(2帧或原地闪避预判,36伤害) DL→GC→NH(2帧或原地闪避预判,36伤害) NL→FD→SH(8帧,40伤害) NL→FD→DH(14帧,35伤害)普通轻击→前冲→普通重击(跳跃预判,37伤害)侧移轻击→侧移重击(7帧,43伤害)枪炮 下轻击→前冲→侧移重击(3帧或原地闪避惩罚,54伤害)下轻击→前冲→侧移重击(3帧或原地闪避惩罚,54伤害)下轻击→前冲→下重击(8帧,48伤害)地面特殊攻击→侧移重击(6帧,48伤害)地面特殊攻击→下重击(8帧,41伤害)哨兵:锤子 下轻击→普通重击(6帧,36伤害)下轻击→等待→普通重击(原地闪避预判,36伤害)下轻击→侧移重击(6帧,37伤害)下轻击→下重击(下闪避预判,或15帧,31伤害)下轻击→下重击(下闪避预判,或15帧,31伤害)普通轻击→前冲→普通重击(10帧,50伤害)爪刃 侧移轻击→下重击(8帧,44伤害)普通轻击→跳跃→地面取消→侧移重击(后退闪避预判,34伤害)普通轻击→普通重击(14帧,32伤害)卢西恩:爪刃 侧移轻击→侧移重击(6帧,36伤害)普通轻击→普通重击(原地及下闪避预判或15帧,44伤害)普通轻击→普通重击(原地闪避和下闪避预判或15帧,44伤害)SL→NH(10帧,42伤害)枪械 DL→SH(5帧,46伤害)DL→DH(闪避惩罚,48伤害)DL→FD→NH(4帧,50伤害)SA(地面)→SH(6帧,41伤害)特罗斯 锤子 DL→NH(26伤害)DL→DH(2帧,39伤害)DL→SH(9帧,31伤害)NL→FD→NH(4帧,39伤害)斧头 SL→NH(7帧,38伤害)小次郎:弓 SL→FD→DH(4帧,44伤害)SL→SH(原地闪避预判,29伤害) 地面特殊攻击→横移轻击(35伤害) 抓取→跳跃→空中普通攻击(5帧,43伤害) 特殊攻击→下轻攻击(2帧,良好的特殊攻击后续,37伤害) 下轻攻击→跳跃→地面冲刺→横移轻击(24伤害) 下轻攻击→跳跃→地面冲刺→横移轻击(23伤害) 下轻攻击→跳跃→地面冲刺→下轻攻击(后续可接特殊攻击、反击、抓取、普通攻击或下轻攻击,16伤害) 下轻攻击→跳跃→地面冲刺→横移重击(29伤害,适合击杀) 下轻攻击→跳跃→地面冲刺→下重击(3帧,24伤害) 反击→普通攻击(优秀的反击后续,38伤害) 普通攻击→上前方闪避→反击(5帧,良好的普通攻击后续,38伤害) 特殊攻击→普通攻击(2帧,41伤害) 下轻攻击→横移轻击(良好的下轻攻击后续,2帧,25-37伤害) 地面特殊攻击→横移轻击(良好的连招起手,36伤害) 横移轻击→前方闪避→横移轻击(3帧,31伤害) 横移轻击→前方闪避→下轻攻击(良好的连招起手,24伤害) 下轻攻击→上前方闪避→普通攻击(良好的惩罚技,30-42伤害) 地面特殊攻击→下轻攻击(良好的连招起手,28伤害) 地面冲刺→横移轻击→前方闪避→特殊攻击(5帧,良好的后续,36伤害)在大厅中,你可以打出一套约120伤害的梯子连招,具体如下: 徒手梯子连招 输入指令为: 下轻→跳→下轻→跳→下轻→跳→地面反击→空上 这是一套确反连招。 你也可以在暮光森林的墙壁将对手弹起,使用空下后接大招完成击杀,这基本上就是枪械连招的徒手版本。记住,你可以将连招和连续技组合起来,所以如果看到一个连招的起始动作与另一个连招的结束动作相同,就将它们组合起来以造成更多伤害(我觉得没必要列出所有组合)。 下轻击→跳跃→空中上攻击(26伤害) 下轻击→空中普通攻击(27伤害) 下轻击→跳跃→空中下攻击(27伤害) 下轻击→跳跃→重攻击(25伤害) 下轻击→跳跃→地面猛击(8帧闪避,适合在确认对方没有闪避时使用,31伤害) 侧轻击→前冲→空中普通攻击(2帧闪避,适合进行位置调整和闪避预判,32伤害) 重攻击→空中普通攻击(5-15帧,良好的后续连招,34伤害) 空轻工→前冲→下轻击(3帧,极佳的后续连招,可接空中普通攻击、空中上攻击、重攻击或空中下攻击,24伤害) 地面上攻击→空轻工(3帧,32伤害) 下投掷→上挑→空轻工(17伤害,良好的连招起手) 空中下攻击(弹起)→地面猛击→下轻击(极佳的连招起手,2帧,25伤害) 空中下攻击(弹起)→地面猛击→空轻工(2帧,31伤害)下轻击→地面蓄力→空中轻击(出色的原地闪避预判,24伤害) 上投(下)→前冲→普通攻击(23伤害) 下重击→普通攻击(出色的下重击后续,10帧,36伤害) 下重击→特殊攻击(出色的下重击后续,10帧,34伤害) 地面蓄力→空中轻击→前冲→特殊攻击(3帧,出色的地面蓄力接空中轻击后续,32伤害) 下轻击→跳跃→地面蓄力→空中轻击(24伤害) 侧轻击→跳跃→特殊攻击(出色的跳跃惩罚,34伤害) 侧轻击→前冲→下轻击(10帧,当确定对方没有闪避时使用效果佳,后续可接普通攻击、特殊攻击、特殊攻击或下重击,26伤害) 地面蓄力→侧轻击→前冲→特殊攻击(8帧,32伤害) 下轻击→跳跃→地面蓄力→侧轻击(反向闪避预判,15伤害) 下重击(地面)→侧轻击(较难达成真连,35伤害) 上投→下轻击→抓取→跳跃→地面蓄力→下轻击(后续可接下重击、特殊攻击、普通攻击、特殊攻击或地面猛击,真连37伤害) 上投→下轻击→抓取→空中轻击(34伤害) 长矛连招需注意,你可以将不同的连招和连段组合起来,所以如果看到某个连招的起始动作与另一个连招的结束动作相同,就可以进行衔接。将它们组合起来可造成更高伤害(无需列出所有组合): 下轻击→上方向空中闪避→空中普通攻击(28伤害) 下轻击→跳跃→空中重击(30伤害) 侧轻击→前方向空中闪避→转向→侧轻击(针对对手向你闪避的预判,出色的连招起手,36伤害) 侧轻击→下轻击(2帧闪避,出色的连招起手,30伤害) 侧轻击→侧轻击(针对对手远离你闪避的预判,出色的连招起手,36伤害) 侧轻击→等待→下轻击(针对原地闪避的预判,出色的连招起手,30伤害) 侧轻击→上方向空中闪避→空中普通攻击(10帧,34伤害) 侧轻击→跳跃→抓取(针对对手向你闪避的预判,36伤害) 普通攻击→跳跃→空中冲刺(10帧,不错的普通攻击后续,32伤害) 空中普通攻击→前方向空中闪避→侧轻击(10帧,很棒的空中普通攻击后续,33伤害) 地面重击→空中普通攻击(不错的连招起手,33伤害) 空中普通攻击→前方向空中闪避→下轻击(出色的跳跃惩罚,后续可接上空方向空中闪避→空中普通攻击或空中重击,27伤害) 下轻击→地面冲刺→下轻击(在确认对手无闪避时使用,后续可接上空方向空中闪避→空中普通攻击或空中重击)上勾拳(24伤害)上勾拳→前冲→下劈(7帧,优秀的上勾拳后续连招,33伤害)上勾拳→下前闪避→空中普通攻击(5帧,优秀的上勾拳后续连招,34伤害)下踢→上挑→下劈(蛋落式,出色的边缘防御技巧,19伤害)火箭 lance 记住你可以将连招和连续技组合起来,所以如果看到一个连招的起始动作是另一个连招的结束动作,可以将它们组合以造成更多伤害(没必要列出所有组合)不是一个连招密集型武器,主要是重复使用相同的连招 横斩→跳跃→上勾拳(32伤害)横斩→跳跃→空中普通攻击(30伤害)横斩→跳跃→特殊攻击(31伤害)横斩→跳跃→下劈(30伤害)下劈→空中轻击(4闪避帧,39伤害)下劈→横斩(4帧,优秀的连招起始,31伤害)横斩→跳跃→地面冲刺→横斩(11帧,原地或后退闪避预判,优秀的连招起始,24伤害)横斩→跳跃→地面冲刺→空中轻击(5帧)原地闪避预判,26-32伤害)地面特殊攻击→前冲→横斩(11帧,后闪避预判,30伤害)地面特殊攻击→下轻击(向你闪避预判,38伤害)地面特殊攻击→中立轻击(3帧,40伤害)特殊攻击→前冲→下重击(10帧,良好后续,40伤害)重攻击→跳跃→中立空中攻击(10帧,良好后续,37伤害)下重击→前冲→中立轻击(2闪避帧,39伤害)下轻击→跳跃→特殊攻击(上跳/上闪避预判,38伤害)下轻击→前冲→横斩(4帧,30伤害)下轻击→前冲→中立轻击(4帧,38伤害)锤子 记住你可以将连招和连段组合起来,所以如果你看到一个连招的起始动作与另一个连招的结束动作相同,可以将它们组合起来以造成更多伤害(我认为没有必要列出所有组合)下轻击→横斩(24伤害)下轻击→跳跃→特殊攻击(28伤害)下轻击→跳跃→转身→下重击(23伤害)下轻击→跳跃→前冲→重攻击(25伤害)地面特殊攻击→下轻击(5
大家好,本指南旨在学习游戏中的英语词汇(对于初学者来说相当复杂哦^^)。你将看到:基础法语词汇,以及对应的英文缩写!一切都力求简洁明了。祝学习愉快! 重击 + 方向 重击在英语中称为signatures,缩写为sigs - 要命名重击,当然需要方向: 下 = Down 侧 = Side 上 = Neutral 我们使用方向的首字母,然后加上sig 例如:向下的重击称为Dsig,向上的重击称为Nsig 轻击 + 空中 轻击非常简单!只需将“sig”替换为“light”即可!示例:下方向轻攻击=下轻(Dlight)或侧方向轻攻击=侧轻(Slight) 空中攻击的术语有所不同: 轻攻击: - 取方向的首字母,后加“air” 示例:空中下方向轻攻击=下空(Dair) 重攻击: - 空中上方向重攻击称为“起身(recovery)”。 - 空中下方向重攻击称为“下砸(ground pound)”。 注:不存在空中侧方向重攻击。 其他术语: 还有一些术语如下: - 用于闪避的短时间动作称为“闪避(dodge)”。 - 停留在地图边缘的行为称为“守边(edgeguard)”。 - 跳跃称为“跳(jump)”。- 而与闪避使用同一按键的速度推进功能,名为【冲刺】(dash) 希望本指南对您有所帮助,下次再见!
在我的指南中,我会说明新手应该做些什么。 应该玩哪个角色? 首先,每个角色都有武器和专属技能组合,这些专属技能也可以被定义为角色的特殊技能。 对于新手,我推荐火箭 lance、剑、矛这几种武器,但你不必非要按照我的推荐使用这些武器开始游戏。如果你喜欢某个角色,也可以选择使用其他武器的角色。 游戏中有强势体系,也就是说某些专属技能或武器对部分玩家来说更强力。 虽然在低段位时,强势体系的影响不大,但在钻石以上段位,使用强势角色或武器可以快速提升段位。 观看指南视频!这里有很多我懒得解释或者已经忘记的东西。 这个视频是我认为最成功的教学视频之一。 观看教学视频比让别人教你更好,因为制作视频的人通常比要教你的人懂得多得多,所以当你想学习某种武器或其他任何东西时,别忘了在视频平台上搜索相关的教学内容。 另外,游戏中的连招有很重要的东西,所以不要只是去搜索什么斧头连招教学之类的。 移动 接近 真连招 这些是重要的内容之一。 设置! 设置很重要。无论是使用键盘、鼠标还是其他控制器进行游戏,都不会改变游戏本身,任何控制器之间都没有优劣之分。当然,如果你有一个500里拉的键盘和30里拉的鼠标,从逻辑上来说,用键盘玩会更好。 好了,我们来谈谈设置。 进入设置界面,如果你习惯用WASD键移动,那么可以将上攻键(aim up)设置为空格键或W键。 当你按下上攻键时,就能在移动的同时向上攻击。如果没有上攻键,移动时向上攻击会非常困难,而且效果也会大打折扣。如果你用空格键跳跃,那么可以将上攻键设置在W键;如果你用W键跳跃,那么可以将上攻键设置在空格键,当然你也可以将其设置在其他按键上,这完全取决于你^^ 我们再来看另一个设置。使用快速攻击拾取物品。 你需要关闭这个功能,因为如果开启的话,你会用攻击键来拾取物品,也就是说当你处于敌人的武器范围内时,你无法拾取武器。而且当这个功能关闭时,你可以使用带方向的投掷连招。总之,把它关掉。 如何在游戏中提升自己? 和其他游戏一样,在这款游戏中不进行实际游玩是无法提升的。与其阅读这类关于提升的文章或观看视频,不如在排位模式中进行游戏更有帮助。游玩时,即使输了也要尽量不向对手发火,因为心态在游戏中非常重要。如果你玩得不开心,那就关掉游戏;如果你玩得开心,你就会进步,并且要记住,如果你输了,说明你在那场比赛中表现得比对手差,你可以通过观看自己的回放来了解自己的失误。 结语 是的,指南就到这里了,如果你还有任何疑问,可以通过以下方式联系我。
An in-text explanation on how to play 1/53 of Brawlhalla's cast of characters, from a person who mains said character at the highest rank in the game. Assumptions This guide assumes these things: 1: You're interested in improving at Kaya. 2: You have a basic understanding of Brawlhalla's mechanics. 3: You understand and comprehend the English language, and the way in which I use it. 4. You are willing to look past my bad understanding of grammar and punctuation. Overview This guide will focus on a number of things, these include: 1) Reasons to Play Kaya 2) Kaya's weapons and options 3) Kaya's matchups vs. other characters and weapons 4) Kaya's Strengths and Weaknesses 5) Kaya in 2s 6) Opposing views on Kaya Definitions Nlight= Neutral Light (Light attack with no directional input) Slight= Side Light (Light attack with left or right directional input) Dlight= Down Light (Light attack with a down directional input) Nair= Neutral Air (Light attack while in the air with no directional input) Sair= Side Air (Light attack while in the air with a left or right directional input) Dair= Down Air (Light attack while in the air with a down directional input) Nsig= Neutral Signature (A heavy attack with a weapon while the character is either grounded, or has gravity canceled, with no directional input) Ssig= Side Signature (A heavy attack with a weapon while the character is either grounded, or has gravity canceled, with a left or right directional input) Dsig= Down Signature (A heavy attack with a weapon while the character is either grounded, or has gravity canceled, with a down directional input) Recovery= (An aerial heavy attack without a down directional input) GP= Groundpound (An aerial heavy attack with a down directional input) GC= Gravity Cancel (An aerial dodge with no directional input that has either an attack or taunt inputted in the first 15 invincibility frames) CD= Chase Dodge (A dodge horizontally towards the opponent, with the options to go either up or down, or also diagonally towards the opponent. Only available shortly after the player has hit another player, and before the attacking player turns around.) Mafia= (An input where one player gets any hit, jumps and immediately chase dodges horizontally towards their opponent and then attacking.) Reverse= (Turning around before an action) Autocombo= (A series of combo finishers you can take, at your own discretion) Wiff= (A missed attack) Should You Play Kaya? While i'm aware that I wrote in the assumptions "You're interested in improving at Kaya". I think it is worth it to reevaluate your reasoning for playing her. Kaya is a legend with two read based weapons, high speed and high defence. In turn she also has low strength and low dexterity. She has a base dex of 4, while she has bow and spear, which have combos that are only available at 6+ dex (Bow Dlight->GP, and Spear Sair->Nlight). Small drawbacks but they're notable. The real issue though does not lie with her stat spread, it's in her signature kit on bow. All the strong bow characters in Brawlhalla have options such as Dlight->Nsig as a kill option on opponents with no dodge. Letting them get relatively easy kills at healths such as 140. This is actually quite important since bow --as we will speak about later-- has quite a tough time killing compared to most other weapons. For this reason Kaya finds herself in an interesting spot along with Yumiko, where you are stuck going for Dlight->Recovery for your onstage kill confirms with bow, which usually kills at 160. For this reason i'd say, if you are interested in playing Kaya for strong bow play, you should choose either Diana or Koji. Kaya's spear on the other hand is quite strong, because spear isn't really kept back by her low dex, and she has high speed, Kaya is able to play a very threatening spear. The real game changer though is her sigs, her sigs can be used in plenty of scenarios on spear that we'll get into later. For this reason i'd say if you are playing Kaya for spear, you might actually be making a good choice. Although I must note that I have heard high-level spear players say that they can feel a difference between high and low dex spear. Now 2s is a very different scenario, in 2s Kaya can play a very strong supportive role through her immense ground control with bow and Dlight as an anti-air with spear. She can also move fast with her 7 speed, and stay open to assist her teammate at most times, as bow and spear's moves do not keep them stuck in the same place for too long at all. She also takes a long time to die, so that can be quite helpful. In addition bow's offstage threat and easy saves can easily shift offstage scenarios. As a side note her spear kit is great for 2v2 combos, while her bow is... well it's bow in 2s, and while I have personally made 2 or so 0->death combos with Kaya's bow, I wouldn't recommend it for long drawn out combos. Stances Base https://steamuserimages-a.akamaihd.net/ugc/1767072530838334351/24FBF1306B97441CFE3825389F194F22878F8748/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false 4 Strength 4 Dexterity 7 Defence 7 Speed Strength https://steamuserimages-a.akamaihd.net/ugc/1767072530838339476/A421B71F87A90C47F144050BFE9C85957FCD8857/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false 5 Strength 3 Dexterity 7 Defence 7 Speed Dexterity https://steamuserimages-a.akamaihd.net/ugc/1767072530838338818/B65EFAADD3A29AA2ABEAAA2506297F5E78E7A11A/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false 5 Strength 4 Dexterity 6 Defence 7 Speed Defence https://steamuserimages-a.akamaihd.net/ugc/1767072530838340259/50501F6D22C6781FA703AB0E351C160AB095C49A/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false 4 Strength 4 Dexterity 8 Defence 6 Speed Speed https://steamuserimages-a.akamaihd.net/ugc/1767072530838339872/21F0FD90D38A520B15146C4C2B5975D94728D43C/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false 3 Strength 4 Dexterity 7 Defence 8 Speed I'd suggest to you that you always use Strength stance, as you lose absolutely nothing from going to 3 dex*, and you gain damage. Defence stance if you're a scaredy cat. You can play speed stance but all your kill options will kill 10 damage later and it will take more hits to get them to that damage anyway. Combos Ordered by difficulty Bow Dlight Dlight->Nlight (All %) Dlight->Jump->Nair Dlight->Jump->Recovery Dlight->Jump->Sair (All %) Dlight->Reverse Nlight (Only hits if the Dlight was hit at it's closest point) Dlight->Jump->Dair Dlight->Reverse Nlight->Jump->Nair Nlight Nlight->Jump->Nair Slight Slight->CD->Nair (Aerial) Slight->CD->Nlight Slight->CD->Recovery (The chase dodge is down and towards the opponent, also has to be aerial) Slight->Jump->CD->Nair (Grounded) (Yes that is a bow mafia) Dair Dair->Nlight (Only at white) Weapon Toss Weapon Toss->Dlight->Weapon Pickup->Jump->GC Ssig Weapon Toss->Dlight->Weapon Pickup->Jump->GC Slight->CD->Nair Weapon Toss->Dlight->Weapon Pickup->Jump->GC Slight->CD->Recovery Weapon Toss->Dlight->Weapon Pickup->Backdash->Nsig Spear Dlight Dlight->Jump->Sair Dlight->Jump->Nair (Jump or CD) Dlight->Jump->Recovery Only if you've already used your recovery GC Dlight->Exhausted Recovery (There is no need to jump to make the combo true.) Weapon Toss Weapon Toss Down->(wait for it to hit enemy)->Weapon Pickup->Dair (known as eggdrop) Weapon Toss->Dlight->Weapon Pickup->Nsig Weapon Toss->Dlight->Weapon Pickup->Dlight->Sair (Highest damage combo) Autocombo Dlight combos, and when to use them. Dlight->Nlight: (Use at white health in order to go for a recovery follow up or read. Recovery is not guaranteed past 0%) Dlight->X-Pivot Nlight: (Use when Dlight is hit at it's closest range and no other follow up would hit.) Dlight->Jump->Nair: Use at Yellow->Orange in order to set up for juggles. It is the highest damage option, also the same damage as recovery) Dlight->Jump->Sair: (Use when it will send the opponent offstage for an edge guard) Dlight->Jump->Recovery: (Use as a kill option, kills at 160 for most maps.) Dlight->Reverse Nlight->Jump->Nair: (Use when reverse Nlight hits at 0)To recap At white: Dlight->Nlight (you can but nair is better) If it will send offstage: Dlight->Jump->Sair At Yellow->Orange: Dlight->Jump->Nair At Red: Dlight->Jump->Recovery Spear Spear also has autocombo but it's quite simple Dlight->Jump->Sair (Unless the others are better) Dlight->Jump->Nair (If you don't have a jump, you can chase dodge it and still get it true, but otherwise only go for it, if you are hitting your opponent into a wall with Dlight.) Dlight->Jump->Recovery (Use when it will kill or when you're going for a 0td (there is a 0td that involves spear recovery, I will not be showing it in this guide) Only if you've already used your recovery GC Dlight->Exhausted Recovery (There is no need to jump to make the combo true.) Strings Bow Slight->Dlight->Autocombo (1 frame at all dex) Slight->Dlight->Jump->Sair->CD or Jump->Dair Slight->Read->Slight->Dlight->Autocombo Slight->Read->Nlight->Jump->Nair->Recovery Nlight->Jump->Sair Nlight->Jump->Recovery Recovery->(GC) Nlight (1 frame at 0) (GC if needed) Sair->Slight Sair->Jump->Dair Dair->(Jump) SairSpear Slight->Read->Dlight->GC Dlight->Autocombo Slight->Read->Dlight->GC Dlight->Jump->Sair->CD->Dair Sair->Nlight->Slight->Read->Dlight->GC Dlight->Autocombo Dlight->Jump->Sair->Read->GC Dlight->Autocombo Dlight->Jump->Sair->CD->Nair Dair->Dair (repeating) Dair->(Jump) Sair (later health) Dair->Nair Sig Options Kaya Sig Force Data: (Power Stance) Bow: NSig: VF 55 FF 75 SSig: VF 55 FF 70. DSig: VF 50 FF 70 Spear: NSig: VF 53 FF 70 SSig: VF 55 FF 70 DSig: VF 51 FF 65 Highest to Lowest 1. B-NSig 2. B-SSig, S-SSig 3. S-NSig 4. S-DSig 5. B-DSig Kaya Sig Damage Data: (Power Stance) (Uncharged) Bow: NSig: 25.89 SSig: 26.84 (If almost stacked) 22.71 (If very far away) DSig: 25.3 Spear: NSig: 26.03 SSig: 22.71 DSig: 24.00 Highest to Lowest 1. B-SSig-P 2. S-NSig 3. B-NSig 4. B-DSig 5. S-DSig 6. S-SSig, B-SSig-W Bow Slight->Ssig (Covers Spot Dodge and if dashed covers away dodge) Slight->Dsig (Covers Spot Dodge and if dashed covers in dodge) Slight->Nsig (Covers Up Dodge and if dashed covers Up-Away dodge, also if backdashed can cover Up-In dodge) Nlight->Nsig (Covers a fast-fall or dodge down at low percents) Dlight->Nlight->Jump->Recovery->GC Nsig (Covers a dodge down or if the opponent does not jump) GC Ssig (It's actually a great wake-up tool or wiff punish, used when an opponent moves too far into you, and wiffs a move while you're in the air and or goes for a read. It does kill, and I personally hit it quite often.) Spear Nlight->Chase Dodge->(Chase Dodge)->Ssig (Covers if the opponent dashes to the other end of the stage... it happens way more than you think, so I go for this read often and I also hit it often) Slight->Nsig We need to talk about Kaya Spear Slight->Nsig it's important, every player who has ever ran into a Kaya should understand this option. The reason that this option is so important is because if you use it right, it can read every dodge and i'll explain how in a second, now it's not like it hits every single dodge if you just press Slight->Nsig, but it works like this. Slight->Nsig is pretty much a 33/33/33 meaning there is a 33% chance to catch the dodge of your opponent, if you go for a certain read. And the reads go like this. Slight->Nsig (immediate Nsig after Slight) This option reads the dodges: Up-In, Up and In Slight->Charge->Nsig (Nsig charged for a short amount of time) This option reads the dodges: Down and Down-In BUT if charged for only a few frames longer it can also read spot dodge Slight->Dash->Nsig (A forward dash done right after the Slight) This option reads the dodges: Up-Away, Away and Down-Away Now personally, as I was taught by Remmy, I don't really go for reads, I go for reactions, but sometimes it is acceptable to go for a dodge read, especially when you have a read that covers 3 options. So i'm not 100% adverse to going for this read. By the way, even players like Remmy (when I talked to him) didn't know you can dash before the Nsig in order to read the dodges away, so if you think someone might read your read, dash the Nsig as that usually is the only set of safe dodges. Dlight->GC Nsig (Inescapable on an opponent with no dodge, better kill confirm than GC Dlight->recovery.) GC Ssig (I've used this in both 1s and 2s to catch people I juggled at the top of the map, who assume since I am spear, I am unable to read them at a far distance in the air. It kills quite early as it is the 3rd highest force option on Kaya. in addition I have very recently started doing GC Ssig while on the wall to catch those on the stage, since I started it recently I only recall hitting it once, but remember that it is an option.) GC Dsig (Just like GC Ssig on Bow, it can be used as a wiff punish, it is a bit worse as if you miss it, you will fall to the stage directly below where you started.) Kill Options Bow (excluding edgegaurds) Slight->Nsig: 120 (Read) Slight->Ssig: 120 (Read) Slight->Dsig: 120 (Read) Dlight->Recovery: 160 Dlight->Nair: 180 Dlight->Nlight: 200 Nair: 200 Nlight: 210 Spear Slight->Read->Dlight->GC Nsig: 100 (Read) Slight->Read->Dlight->GC Dlight->Jump->Recovery: 110 (Read) Slight->Read->Nsig: 120 (Read) Weapon Toss->Dlight->Weapon Pickup->Nsig: 130 Nlight->CD->Ssig: 130 (Read) Dlight->Jump->Recovery: 150 Dlight->Jump->Sair: 170 (Center stage) Strengths Bow Now i'm not going to pretend to be the authority on Bow play, but I have played Kaya all the way to 2196 elo. So I must be doing something right. Either way first and foremost I must say everything I've learned about bow has come from these three places. My Coaching Sessions with Remmy part 1 and 2, and Remmy's Bow Guide, which I cannot praise enough, as every time I watch it, I take away more things that I could improve upon. Either way I can say what I've gathered from Remmy's teachings here. Bow is a weapon that excels at having priority over it's opponents, because it has Dlight to out priority opponents on the ground and Nlight for ones in the air, it idealistically should not be able to be contestable in it's area of control. Bow is best played on the ground, as you lose access to Nlight and Dlight when you are not on the ground, and therefor enemies are able to get much closer to a bow player than is preferable. As a bow player your best position will be below your opponent as most weapons besides spear have a very weak ability to contest players below them, but this is even worse for other weapons when it comes to bow, because bow does not have to put itself in threat due to the disjointed hitbox of Nlight, because Nlight hits diagonally and stacked it can also hit opponents directly above the player. The topic of Bow Nlight moves us to juggling, juggling is when one player hits their opponent upwards and continues to do so for a period of time. Bow is extremely good at this task because it has Nlight and Nair, both of which have hitboxes above the player that also send upwards, allowing them to perpetuate themselves. Again, It is better to look at part 1 and 2, and Remmy's Bow Guide but I'll explain how to juggle here. When juggling you must keep track of multiple things, these things are, your opponent's options such as dodge and jumps, whether they are fast-falling or staggering their landing. How close they are, where they are able to land, and if they are in red. With all these things put together we can start talking about specific scenarios and what to do in them. First fast-falling opponents. Sometimes when players get hit upwards, they seek to immediately fast-fall in order to regain stage control and or reset to neutral. The response to this is to "call out" their option, if they are going to land before you can react, it is best to Dlight you can then Nair them to regain advantage state, and continue juggling. If however they are high enough up you can Nlight them, which is ideal except if the opponent has no jumps, in which you should Nair, as it will completely reset the juggle, and almost completely disallow the opponent to try and move towards the walls. When your opponent gets sent into orange or red by Nair, it is okay to go for a Nair juggle, where you would jump up directly under your opponent and trace their movement in order to attempt to kill them off the top of the map. Since Nair hits directly above the player and Recovery hits diagonally, you can move from under your opponent, and watch which way they go, if they fall into you, you can Nair, if they move to the left or right you can recovery, and if they jump you can also jump, or simply land and juggle from that position. Edgegaurding is a more intuitive thing, but there are some general facts about it with bow. Only go for Dair when it is guaranteed and or it will kill and you will not die for going for it. Sair is both easier to space and has more active frames as well as a bigger hitbox, that is closer to the player, making it easier to hit. Now bow GP is interesting, as it is the highest force GP in the game, letting bow get early kills with it, the issue arises with it's small hitbox and slow travelling speed. Which should make it so you only use GP when it is guaranteed (mostly when the opponent has to touch the wall to live) or when it is stringed from Dlight (since it is not true on Kaya) Spear Now here I would heed you to take what I say with even more salt, as while I have gotten to diamond only using spear, I would still be the first to tell you that I am not very well versed in the weapon. Yet I am told by Remmy again that the weapon is very easy, and that he is confused on how one could be bad at the weapon, yet here we are. Still though the explanation of how to play the weapon is quite simple. Nlight: Fast and slightly disjointed, you can dash and throw out this move at enemies spaced slightly away from you, with little chance of getting punished. Slight: Since it's slow, moves you into a predictable place, and has a lot of recovery and active frames, you should only throw out this move if someone uses their dodge in front of you. Dlight: You can use this move whenever someone jumps, even quite far from you as dash Dlight goes very far. Dlight can also be used to control platforms from below, and it can be platform canceled to quickly get a hitbox out high above where the player started. Eggdropping as mentioned earlier is a very important combo in spear's offstage gameplay gameplay, in addition I sometimes weapon toss down in order to cover my landings, if the opponent is close to or on the ground though, you cannot pick up the spear and Dair, so you have to use an unarmed move. Lastly, dash Dlight is a very safe option to go for, as it moves you very far and makes you jump, making you extremely difficult to punish. Nair: I've been told you can use this move constantly, Ethan described it as 'your main aerial poke tool' and then Remmy told me 'spacing would be relevant if Nair didn't hit everywhere' dash jumping nair can be used as a great approach tool as it has a 360 hitbox. Sair: Sair is not a move I find myself using much, but it is a quite quick move with a disjointed hitbox, do remember that it only has 3 active frames, but you can totally use it as a move to contest your opponents in the air. Dair: Because the move goes straight down, you can use it as a stacked option besides Dsig, simply jump and Dair. In addition after hitting a Dair, you can both string into another Dair, or you could string into Sair at higher percents. Groundpound: Can be used as a great wall cover and or gimp tool, since it sends horizontally. Kaya In General Since Kaya has sigs on both her weapons that flow well into her kit, going for reads or using sigs to punish is a viable way to play. If used properly, it almost makes up for her rather lackluster bow. Because of her high defence and speed, she takes a long time to die, allowing her to get sent off the stage quite far, do learn how to recover to stage properly in order to make the most out of your stocks. Weaknesses Bow Bow's major weak spots include it's difficulty killing since --as stated earlier-- it's kill options without including sigs or edgegaurds are: Dlight->Recovery: 160 Dlight->Nair: 180 Dlight->Nlight: 200 Nair: 200 Nlight: 210 For this reason it might be worth it to play for more edgegaurds and or sig reads in order to get kills. Spear Spear to me seems to be a weapon without many weaknesses outside of it's matchups. While it does have a weak offstage game, it's not very relevant to spear's gameplan as the main move it is searching for is Dlight, which only hits aerial opponents. Other than that it's only other issue is having a tough time killing grounded opponents, but since we're playing Kaya and we have Dsig, this isn't much of a problem. See the matchups section for where spear really starts to have issues. Kaya In General Besides the weak bow kit, Kaya doesn't really have many drawbacks, she can get 5 strength for no real loss, so she isn't really a low damage dealer. And the combos she looses are negligible to useless. Matchups To all the people reading this to counter pick me:How very rude of you Winning matchups Bow and Spear are more or less in the same boat in their advantage states, both wanting to stay at a distance from their opponents and below them on the ground while their opponent is in the air, because of this they fair the same against the same weapons more or less. Bow & Spear: Gauntlets Since gauntlets have a very close range kit, while bow and spear have prominent disjointed grounded hitboxes, gauntlets find it difficult to get in on good bow and spear players. Not only can they not get in on the ground though; they also can't really approach/contest the air either, as bow and spear nair are amazing aerial stacked options, and bow Nlight and spear Dlight can contest jumping opponents so well, gauntlets only have one good option, GC Dlight. Due to that bow and spear are both winning against gauntlets. Bow: Blasters, Hammer, Spear The issue with all these weapons is priority, none of these weapons can be in the positions they usually want to due to bow's priority. Bow Dlight out-ranges blasters slight, hammer slight, and spear Nlight. Bow beats hammer and spear aerially because it's nair starts up fastest. Spear: Lance I find the lance vs. spear matchup a heavily spear favored one. Since spear has nair and Dlight, and lance is very weak on the ground spear's strategy is to not be vertically matched with lance, using nair to poke and catch lance's Sairs, while using Dlight to catch lance in a bad position. Spear: Katars Now I don't much see how spear beats katars, but I've been told it's the case, I definitely feel it might be true because as we will talk about in a second, bow is losing against katars, so when I switch to spear I feel more comfortable. Losing Matchups: Bow: Katars Katars stand at an interesting angle against bow, where it can actually find itself managing to out-range bow with dash-slight, a feat which most other weapons cannot achieve. For this reason a bow player must actually seek to move closer to a katar player, where it seeks to float above the katar player while looking for punish opportunities, the desired move to punish being the Dlight. Spear: Bow, Axe Interestingly enough spear and bow, two very similar weapons have a bow favored matchup against each other. It's actually quite simple really, spear will get out prioritized in most scenarios, on the ground it's Nlight loses to bow Dlight, in the air it's nair loses to bow nair, as bow nair is quicker to come out, and offstage it gets out prioritized by bow recovery, Dair and Nair. All in all the spear in order to preform in this matchup, must seek to have it's moves come out first so that it does not get out prioritized. As for axe, I will tell you that i'm not entirely sure why spear loses to axe as I don't have too much trouble in the matchup, but as I recall Ethan saying it is the case, I will include it. Kaya vs Ember + Ragnir For these reasons i'd say that Kaya's worst matchup is against Ember and Ragnir, because Ember and Ragnir can counter both Bow and Spear at the same time, you can usually find yourself in a losing matchup where you have to make great plays in order to win. Map Picks Since Kaya is a legend with low strength and weapons that have a bit of a tough time killing, map picks are quite important to winning games with Kaya. In this section i'll be explaining how I both play around maps and strike maps in tournament striking. Playing On Certain Maps Kaya's weapons are ones that can control a lot of space both vertically and horizontally, and that's what is most important to me. Bow and Spear's ability to control the most amount of space and escape from it's own disadvantage states. For instance, Bow is a very strong weapon when played on the ground, but it's worst position is when it is in the air above it's opponent. This is because Bow does not have any way to contest an opponent directly below in, while it does have GP, it's slow and tiny, so it's best to land far away from your opponent or take the walls. Which is why, when you end up on a map that has platforms, you must use the platforms to your advantage, land on them when you're getting juggled and when juggling opponents, use said platforms to reset your options. Bow Nlight and Spear Dlight can cover every platform except for the ones on Miami Dome, and in addition, Spear Nsig can reach the Miami Dome platforms from the ground. Striking In 1s. When I strike maps in tournament I firstly start off with maps I consider counter-pick maps, these are maps that Kaya has a very strong disadvantage on. And I think these are the maps such as (In worst for Kaya to best) Demon Island, Apocalypse, Crystal Temple, Mammoth, Miami Dome*, Great Hall*. Now you might have noticed the asterisks next to Miami Dome and Great Hall, and that is because I choose which of those two maps to ban based upon my opponent. If my opponent is using a weapon like Spear, I will hesitate to pick Great Hall, as it is a heavily spear favored map due to the platforms. In addition if my opponent plays a weak offstage weapon such as lance, or blasters I would be inclined to take them to Miami dome where there is no ability to rotate under the map. And therefor if I were to edgegaurd my opponent, they would not be able to make an escape. Another major factor that was involved in those map choices were the ceilings of those maps; because Kaya's biggest issue is her tough time killing, and both her weapons want kills off the top, I seek the maps with the lowest ceilings, which is why my #1 map is Small Enigma, followed by Small Brawlhaven. While the biggest counterpick is Demon Island in 1s, and Shipwreck Falls in 2s. As they have the highest ceilings. (Although if your opponent is playing lance, I would recommend picking Great Hall, because of the prominence of the platforms which... if you didn't know are great against lance because lance is very weak at covering threats above and below itself.) 2v2 Combos Examples of what kinds of 2v2 combos that can be done with Kaya Kaya Bow into Blasters Kaya Spear into Bow Kaya Bow into Gauntlets Kaya Spear into Yumiko Hammer Kaya Bow into Yumiko Hammer Kaya Bow into Cassidy Hammer 2s Comps Since Kaya is a character that is tilted towards a more supportive role with her Bow Spear and high defence high speed stats. She is best paired with a legend that can put out a lot of damage and easily secure kills, for this reason I'd say she's best paired with legends that have weapons like: Hammer, Axe, and Greatsword. I've personally ran Kaya with: Yumiko, Cassidy, and Kor. I wouldn't recommend the Yumiko as double bow felt very strange, but currently I'm running Kaya-Kor with my 2s partner. Now I won't be telling you how to play 2s, i'm still learning how to play the gamemode myself, and therefor I feel like this guide from Remmy would help you a lot more. Other Opinions Other Player's Thoughts on Kaya FriscoKid20 (Top 5 highest xp Kaya globally) "Okay well Kaya I think has some of the best survival stats in the game, because of high speed and defense. The weapons she has also go well together and lastly she is underrated in ranked, I rarely see Kaya in ranked." Boomie (2020 2v2 World Champion, 2019 2v2 World Champion, 2017 2v2 World Champion) The Most Slept On 2v2 Legend Eggsoup (2nd Place 2018 2v2 Spring Championship, 2nd Place 2017 2v2 Summer Championship) My Thoughts on Kaya Remmy (2017 World Champion, The Best, G.O.A.T, ???, Handsome) Guide maker speaking now. I've talked a lot to Remmy and I can tell you myself that in 1s, Remmy does not like Kaya as a pick, while he has picked Kaya in 1s in order to counter Sandstorm's Lin Fei and Xull picks, he lost both sets and sees her inability to get strong sig punishes on opponents with no dodge as a major drawback. The best example of Remmy's opinions on Kaya would have to come from his coaching sessions with me, which you can find here and here. Because they're the easiest to access recordings of Remmy talking about Kaya that I care to find. Both are over an hour long, but if you're really looking to improve at Kaya you can go there to find the mistakes I made earlier in diamond, while understanding some options better and matchups Kaya encounters at higher levels. But in 2s it's a whole different story. One day as I was practicing my Hattori because I thought that she was a better pick for 2s since Bow is a selfish weapon that doesn't help your teammate. I got a ping in Remmy's discord, he was happy to announce to me that, not only was he going to play Kaya in 2s, but that it was because Kaya is --and I quote--"...Hattori's speed with 7 defense and better sigs". Now while I was shocked not only because Remmy had been telling me that it was not worthwhile to play Kaya; but also since he then went on to tell me that Phazon was also going to play Kaya in 2s. Now while he restated that he would not be playing her in 1s, her new selection by two very highly skilled players goes to show you how much of a good pick she might actually be in 2s. High-Level Kaya Gameplay If you're looking for some Kaya gameplay to emulate, as Remmy would say.. look no further than Remmy: Remmy vs. Sandstorm DreamHack Dallas, Remmy vs. Sandstorm Spring Championship 2020 Impala: Impala vs. Boomie Spring Championship 2020 , Impala vs. Santy Spring Championship 2020 Blew: Blew vs. M for Mini Spring Championship 2018 Double Dime: Cosolix vs. DoubleDime BCX 2020 T1FF4NY: T1FF4NY vs. Isidroo Winter Championship 2018 And if you're looking for non-professional Kaya gameplay you can look to. Me: Me getting coached by Remmy part 1, Part 2 TLDR In Summary Should You Play Kaya: She has a good spear and a below average bow, you can use the sigs a lot if you like them. Stances: Play Strength Stance Sig Options: Learn Spear Slight->Nsig, otherwise they're quite intuitive. Strengths: Stand far away from opponents, use your long range and disjointed hitboxes, don't jump on Bow unless you have to. Weaknesses: It's hard to get kills Matchups: Beats Gauntlets, Blasters, and Hammer. Loses to Katars, Axe and Bow Map Picks: Pick maps with platforms and low ceilings. 2s Comps: Pick a heavy-hitter that can get kills easily for you to support. Other Opinions: Kaya is an underrated choice that is great in 2s Conclusion Thanks to: Francisco, for his input on Kaya. Remmy , for teaching me Bow and most of the high-level knowledge I learned. Ethan , for teaching me Spear. Koda and Mursai , for labbing my 2v2 combos with me Andrew , for acting as the target audience for the guide BMG, for the VODs used, and the game. And thank you for reading. Changelog May 28th 2021: Removed Dlight->Dair->Nlight->Nair combo, as it now has a 6 dex requirement. May 7th 2021: Updated character count for Reno. August 9th 2021: Updated autocombo section to more accurately depict bow's options.


























