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View Full Version : [012] How to Play/Basic Strategy - Kain Highwind



Automaton
10th Jun 2012, 23:57
I was inspired by the Lightning guide to make my own simple project. I'm not going to claim this as definitive, but open to addition by anyone who is able to contribute. If this goes well, maybe this can continue with other characters.

Important Points
Like Zidane Tribal, Kain is at home in the air, with his ground BRV abilities setting up for taking to the skies. However, the dragoon has an additional advantage: he can chain his attacks into air dashes with the (triangle) button, and follow up his assaults. His HP attacks are fast, and in many cases, can travel across entire arenas. It's important to give Kain as much room as possible in order for him to shine.

The main thing a player needs to do when controlling Kain is to establish position early: this means setting up aerial assaults wherever possible and juggling the opponent, following up attacks with his natural air dash to keep up pressure. Then when going to score definite HP hits, take the stage into consideration: if the stage is small, narrow, or filled with obstacles, resort to the quick Dragon's Fang then dodge-cancel the cooldown if necessary, but if you have a large open space to work with, take advantage of the aerial HP attacks that can rack up a big total of bravery damage beforehand.


BRV Attack
Ground
Spiral Blow: Quick upward spiralling attack
Lance Burst: Charges forward, then follows up with a saulting kick to launch
Cyclone (ground): A burst of air that sends the opponent up and towards you if it connects.
Air
Lance Barrage: Quickly attack, then change follow up depending on directional or neutral input: up, repeated stabs away, or down.
Celestial Shooter: Slash upwards, then change follow up depending on directional or neutral input: spiral attack up, away, or down.
Crashing Dive: Sault downwards, then change followup depending directional or neutral input: up, away, or forcefully spin and kick down.
Cyclone (air): A burst of air that sends the opponent up and towards you if it connects.


HP Attack
Ground
Jump: Hold button to power up, then jump high into the air and impale the opponent from above. Good for evasion.
Dragon's Fang (ground): Quickly stab the opponent. Good tracking against position and height.
Air
Gungnir: Throw your weapon at the opponent. If it connects, it will travel and continue to deal BRV damage until it would be impeded by anything. HP damage dealt on explosion.
Rising Drive: Spin weapon and fly upward. If it connects, you will travel and continue to deal BRV damage until you hit a ceiling or stage boundary, when HP damage is finally dealt.
Sky Rave: Crash down on opponent from above. If it connects, you will travel and continue to deal BRV damage until you hit the ground or a banish zone, when HP damage is finally dealt. (Note: The HP damage might miss if you fall into a banish trap.)
Dragon's Fang (air): Quickly stab the opponent. Good tracking against position and height.
EX Mode only
Lancet: Summon a dragon sword under the opponent's position. Damage dealt by this attack is absorbed into your own HP.
Dragoon's Pride: EX Burst attack chained from HP attack. Fill the gauge by rapidly tapping the three buttons displayed.