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Like other weapon users, Byleth's attacks have [[disjointed hitbox]]es that allow combat to be at a safe distance. Neutral attack is a quick chain of attacks that act as a standard get-off-me option, especially due to the speed of Byleth's moveset. The third hit of neutral attack is good for sending opponents away, and the infinite is a good damage racker that can KO at high percents near the edge. Byleth's tilts all use the [[Sword of the Creator]]. Up and forward tilts have wide hitboxes and decent speed, making them effective spacing attacks. Down tilt is a whip with the sword in chain form, giving it more effective distance and allowing it to combo into aerials. Finally, dash attack is a wide swipe forward, which allows it to punish whiffs but is also easily punishable itself. All of Byleth's up attacks emphasize the Sword of the Creator's extended chain form; up aerial causes him to lash upwards in a flurry, dealing multiple hits and acts as a good tool to deny landings or start a juggle. Its looping hits can also drag opponents downwards to initiate extended combos. Byleth's up special causes him to thrust the chain upwards to grab opponents or ledges. As a combat move, this up special can combo from certain moves, and causes an untechable [[meteor smash]] at high percentages; if used on offstage opponents, Byleth will hop off the opponent's head for a meteor smash, which can cause an unavoidable KO at high percents. This hop also has extremely low ending lag, allowing for certain followups like side special; in very specific cases, it can even [[zero-to-death]] (on {{SSBU|Donkey Kong}}). As a recovery move, the sword grants Byleth a very long [[tether recovery]], which can grab [[Battlefield]]'s ledges as low as near the bottom blast line. Notably, Byleth's up special can attach to walls and perform a wall jump if it touches a wall, much like tether recoveries in ''Melee''. Altogether, these traits provide Byleth with a safe array of covering various approach options. | Like other weapon users, Byleth's attacks have [[disjointed hitbox]]es that allow combat to be at a safe distance. Neutral attack is a quick chain of attacks that act as a standard get-off-me option, especially due to the speed of Byleth's moveset. The third hit of neutral attack is good for sending opponents away, and the infinite is a good damage racker that can KO at high percents near the edge. Byleth's tilts all use the [[Sword of the Creator]]. Up and forward tilts have wide hitboxes and decent speed, making them effective spacing attacks. Down tilt is a whip with the sword in chain form, giving it more effective distance and allowing it to combo into aerials. Finally, dash attack is a wide swipe forward, which allows it to punish whiffs but is also easily punishable itself. All of Byleth's up attacks emphasize the Sword of the Creator's extended chain form; up aerial causes him to lash upwards in a flurry, dealing multiple hits and acts as a good tool to deny landings or start a juggle. Its looping hits can also drag opponents downwards to initiate extended combos. Byleth's up special causes him to thrust the chain upwards to grab opponents or ledges. As a combat move, this up special can combo from certain moves, and causes an untechable [[meteor smash]] at high percentages; if used on offstage opponents, Byleth will hop off the opponent's head for a meteor smash, which can cause an unavoidable KO at high percents. This hop also has extremely low ending lag, allowing for certain followups like side special; in very specific cases, it can even [[zero-to-death]] (on {{SSBU|Donkey Kong}}). As a recovery move, the sword grants Byleth a very long [[tether recovery]], which can grab [[Battlefield]]'s ledges as low as near the bottom blast line. Notably, Byleth's up special can attach to walls and perform a wall jump if it touches a wall, much like tether recoveries in ''Melee''. Altogether, these traits provide Byleth with a safe array of covering various approach options. | ||
Byleth's other weapons grant more specialized options. {{s|fireemblemwiki|Areadbhar}}, a lance, is used for Byleth's side moves (forward smash, forward aerial and back aerial, and side special); it has long range and uses a [[tipper]] mechanic that deals more damage at the tip of the lance. Forward smash is a slow but long-ranged stab that deals more knockback if aimed upward and tippered, allowing it to heavily punish jump options. If aimed downwards, the lance can also hit opponents grabbing ledges. Meanwhile, forward and back aerials are very effective spacing moves, even outranging those of Marth, and the tippers deal heavy knockback. Byleth's side special has him swing [[Areadbhar]] in a slow, but wide swing, and allows him to step forward if the special button is held. Its massive hitbox easily denies jump options and acts as a powerful but risky spacing option. However, all of Areadbhar's moves are very weak if the hilt lands, so proper spacing is vital; this is especially important with side special, as the sourspot deals extremely low knockback, making it possible for opponents to punish Byleth at low percents even if it lands. | Byleth's other weapons grant more specialized options. {{s|fireemblemwiki|Areadbhar}}, a lance, is used for Byleth's side moves (forward smash, forward aerial and back aerial, and side special); it has long-range and uses a [[tipper]] mechanic that deals more damage at the tip of the lance. Forward smash is a slow but long-ranged stab that deals more knockback if aimed upward and tippered, allowing it to heavily punish jump options. If aimed downwards, the lance can also hit opponents grabbing ledges. Meanwhile, forward and back aerials are very effective spacing moves, even outranging those of Marth, and the tippers deal heavy knockback. Byleth's side special has him swing [[Areadbhar]] in a slow, but wide swing, and allows him to step forward if the special button is held. Its massive hitbox easily denies jump options and acts as a powerful but risky spacing option. However, all of Areadbhar's moves are very weak if the hilt lands, so proper spacing is vital; this is especially important with side special, as the sourspot deals extremely low knockback, making it possible for opponents to punish Byleth at low percents even if it lands. | ||
{{s|fireemblemwiki|Aymr}}, an | {{s|fireemblemwiki|Aymr}}, an ax, is used for Byleth's down moves (down smash, down aerial, down special); it is an extremely slow, yet powerful weapon that deals high damage and knockback on all moves that use it. Down smash is slow overall, but hits very hard and can KO as early as 90%. Down aerial is a similarly slow swing downwards with extreme landing lag, but it is the strongest meteor smash in the game when it lands, making it also among the most rewarding. Finally, Byleth's down special causes him to charge [[Aymr]] in a [[super armor]]ed stance, before unleashing a powerful, [[Special Zoom]]-inducing swing. It allows Byleth to pass through platforms and turn around in the opposite direction while charging, which can be used for mindgames. It also has a surprisingly wide hitbox that starts behind Byleth's head, making it much like [[Warlock Punch]]; a high-risk, high-reward move that can catch opponents by surprise. | ||
Finally, {{s|fireemblemwiki|Failnaught}} is a bow | Finally, {{s|fireemblemwiki|Failnaught}} is a bow that is used for Byleth's neutral moves (neutral aerial and neutral special). Neutral aerial is a long-lasting, wide-ranged spinning move much like {{SSBU|Palutena}}'s, making it a good option [[out of shield]] due to its fast startup, and can also initiate combos or [[edgeguard]] with its looping hits. Byleth's neutral special also charges up [[Failnaught]] with an arrow, which can be shot at two different strengths: a slow but strong arrow that acts as a sniping option and passable spacing projectile, or a very delayed shot that acts as one of the strongest projectiles in the game, which can also almost break a full shield. The charged projectile also becomes an energy projectile, making it possible to [[absorption|absorb]] it, but not [[inhale]]d nor [[Pocket]]ed. Unlike every {{SSBU|Link}}'s respective [[Bow]]s, Byleth can cancel Failnaught's charge before he reaches the delayed charge shot, though he is unable to cancel it after he reaches that point. Byleth's neutral special can also turn around before the delayed charge shot. | ||
Byleth is not without flaws, however. Due to his mobility being among the worst in ''Ultimate'', his approach is very committal. This flaw is further stressed due to many attacks having slow startup (e.g. down smash/down aerial), narrow hitbox placements (e.g. forward/back aerials), or even both (e.g. forward smash). His dash attack, neutral aerial and side special are exceptions, but are easily punishable on shield due to their ending lag, while the lattermost is dangerously unsafe if the sweetspot does not land. This flaw becomes even more dangerous with Failnaught’s unique charge properties, as while the arrows fired from it are powerful and fast, they are equally as dangerous if reflected as Byleth cannot cancel the move after charging it halfway through. Byleth’s abundance of KO options is also a double-edged sword, as while it makes it easy for him to heavily punish mistakes, it also makes [[counterattack]]s an excellent option to punish his many KO options if used frequently. | Byleth is not without flaws, however. Due to his mobility being among the worst in ''Ultimate'', his approach is very committal. This flaw is further stressed due to many attacks having slow startup (e.g. down smash/down aerial), narrow hitbox placements (e.g. forward/back aerials), or even both (e.g. forward smash). His dash attack, neutral aerial and side special are exceptions, but are easily punishable on shield due to their ending lag, while the lattermost is dangerously unsafe if the sweetspot does not land. This flaw becomes even more dangerous with Failnaught’s unique charge properties, as while the arrows fired from it are powerful and fast, they are equally as dangerous if reflected as Byleth cannot cancel the move after charging it halfway through. Byleth’s abundance of KO options is also a double-edged sword, as while it makes it easy for him to heavily punish mistakes, it also makes [[counterattack]]s an excellent option to punish his many KO options if used frequently. | ||
Byleth’s grab game is also very lackluster. He does not a | Byleth’s grab game is also very lackluster. He does not have a throw that KO’s at realistic percentages. Down throw is a serviceable combo starter at low percents, but it loses utility very quickly. Up throw is his most damaging throw, but only deals a pitiful 9% and its only real purpose is applying pressure from below. Forward and back throws only serve the purpose of getting the opponent offstage. When this is combined with Byleth’s short grab range, his overall grab game leaves much to be desired. | ||
Finally, even though Byleth has a large array of KO moves, they are not always reliable. His up smash, like certain other multi-hitting up smashes, has almost no grounded hitboxes, making it ineffective against grounded opponents. His side and up special moves have strict hitboxes that only work from a specific horizontal distance or above Byleth, respectively. His down special, despite its aforementioned strengths, is very punishable due to its startup and ending lag throughout, leaving Byleth very vulnerable to grabs. Lastly, his most reliable KO moves will only KO starting after high percentages, making it tough for him to KO effectively. | Finally, even though Byleth has a large array of KO moves, they are not always reliable. His up smash, like certain other multi-hitting up smashes, has almost no grounded hitboxes, making it ineffective against grounded opponents. His side and up special moves have strict hitboxes that only work from a specific horizontal distance or above Byleth, respectively. His down special, despite its aforementioned strengths, is very punishable due to its startup and ending lag throughout, leaving Byleth very vulnerable to grabs. Lastly, his most reliable KO moves will only KO starting after high percentages, making it tough for him to KO effectively. | ||
All in all, Byleth is a ranged powerhouse with great offensive potential due to his weaponry, which comes with varying uses depending on each weapon. Byleth's arsenal grants him access to a mixture of highly damaging attacks, KO options, combos, and setups. However, Byleth's slow mobility and poor overall frame data | All in all, Byleth is a ranged powerhouse with great offensive potential due to his weaponry, which comes with varying uses depending on each weapon. Byleth's arsenal grants him access to a mixture of highly damaging attacks, KO options, combos, and setups. However, Byleth's slow mobility and poor overall frame data render his approach strategic, requiring the player to be very patient with their opponent and read and punish their mistakes, as a careless move on Byleth's end will easily give his opponent just as big of an opening. | ||
==Moveset== | ==Moveset== |
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