BattleCON: Online

BattleCON: Online

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5 Pairs To Know: A Hikaru Beginner's Guide
By 13ird
In a new kind of guide format for me, I'll be introducing BattleCon characters, their strengths, weaknesses, and general gameplan by listing 5 particular attack pairs and why they are so important to them. My hope is that it will help beginning players think about cards in terms of how they pair, better understand how a certain character operates and why, and therefore begin to form more pairs and assess them better on a per Beat basis.
It is NOT telling you to only rotate these 5 pairs with a character. If you do that, you're going to have a bad time.
   
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Introduction
Hello reader, and welcome to my first BattleCon Mini-guide. My objective is to introduce a character and flesh out his or her general playstyle by looking at five of their most prominent attack pairs: attack pairs I think any player playing as or against this character need to familiarize themselves with. The intention is to give newer players a place to start with a character and a framework for analyzing and creating other pairs as they continue to play.

It is NOT a guide to all a character’s pairs, or even simply their strongest ones. I might not even mention the entire kit. On any given beat a player has 20 combinations that he or she can play, and while a great deal of these will be removed from consideration due to the current range, opposing character, and other factors, the truth is that one will need to learn far more than any the five listed here to start using even the most simplistic characters effectively. If you only rotate out these attacks, you are going to have a bad time.



Even so, I hope this provides a strong foundation to start with.
Hikaru in a Nutshell
Hikaru is an adaptable stat monster who can grant himself an increase in power, priority, defense, or range by anteing the relevant elemental token to his attack pair. Once he does so, however, he needs to play particular cards in order to regain them in future beats. Consequently, Hikaru’s gameplay has a real ebb and flow to it. Learning to successfully know when to spend them or slow down to recover them is the first step to playing him competently.

The diversity of stats Hikaru gains from his elemental tokens can lead to the erroneous assumption that he is a “jack of all trades” type of character. While he can situationally have exceptional power, the defensive stats of a heavy, or the speed of a speedster, he is significantly limited by his effective range and lack of style diversity. I like to think of Hikaru as having 101 different ways to run up to his foe and punch her in the face.

If you are a newcomer to the game I recommend giving Hikaru a try early on. His high stats and unsubtle cards give him one of the lower skill floors in BattleCon Online. More importantly, learning both his token management and how to position relying primarily on the universal bases will grant you skills that can easily transfer to any other character. That’s not to say he lacks a place in a competitive team, however. Experienced players are rewarded with an oppressive kit that can close out games in only 4 hits, 5 hits easy. If you like the idea of someone with the power to end the match in several hits, but don’t want to compromise your speed, i.e the powerhouse heavies, then Hikaru may be perfect for you.
Pair 1: Geomantic Drive
The Opening Special.

Hikarus will almost invariably play Geomantic Beat 1, and for good reason. At Range 2 you are pretty close to your opponent, and you have all your tokens to boot. Geomantic is Hikaru’s strongest style not only because it lets you ante two tokens on the same turn, but also because you get to see the opponent’s pair before deciding upon the second one. Nothing shows off Hikaru’s diversity in its best light than Geomantic openers.
My favorite opener is Geomantic Wind Drive unless the opponent either has a clear counter to it (Gate Trap, Implosion, Coordinated, etc) or if they can clash you at Priority 6 and have better options afterwards. You won’t waste Earth or Fire if they Dodge (which happens more often than not), tag them with Fire if they dared to trade, or catch Burst with a Water ante.
Pair 2: Sweeping Dodge
Take frequent breathers to reposition and ditch the Death Style

Dodge is an absolutely ESSENTIAL base for Hikaru. Though general advice for a beginning player is, “Dodge more than you think you should,” Hikaru really needs it to reposition himself and regain his preferred Range 1-2 spacing. Cowards will try to flee from your Honorable Avatar-like fists, and Dodge is your best way to chase them down.
Meanwhile, Sweeping is far away Hikaru’s worst offensive Style. Niche at best, particularly for securing a game-winning hit, the -3 power differential on the card is rarely worth the blazing +3 Priority. That being said, a 6 Priority Dodge can be a beautiful thing. Some characters will have to commit to playing weird pairs to clash a 6 Priority Dodge, and for many it’s impossible. Even better than an often free dodge, though, is the fact that you get to dump Sweeping into the Discard for two turns. If you find Sweeping clogging up your hand, especially when facing enemies with high defensive stats, do your best Wally West impression by running up to your foe at light speed by pairing it with Dodge.
Pair 3: Trance Strike
Wait, your downbeat hits for HOW MUCH?!

Talking token expenditure is great and all, but sooner or later Hikaru is going to want his elements back. Of all of his regain effects: Trance, Palm Strike, Focused, and Four Winds, Trance is the only one that does not need to hit to succeed. Thus, while Trance is statless but for 0-1 range and impossible to stick tokens onto, you are going to want to find ways to play it very often.
But why Trance Strike? Well, there’s both an obvious answer and one a bit more complex. First and foremost, it’s a highly consistent pair. You are giving range to Strike, which counters Grasp and other minor movement, and Strike’s 5 Stun Guard means even if an opponent tries to take advantage of you when you are down tokens, there’s a chance you’ll trade evenly or perhaps even positively.
That should already be sufficient reason to play it, but I also want to touch on the concept of base management here. Hikaru often needs to rely on Drive and Shot for his hit confirm, as he has very little movement and range in his own kit. Rotating Drive, Shot, and Dodge has the potential to be very powerful, but unfortunately is very predictable as well. To win consistently with Hikaru you will need to be able to make the most out of your other bases. This way you can threaten big Drives across multiple turns and get clean beats vs those that always anticipate them.
Trance Strike is one way to gain momentum and options without the use of tokens or payout bases. What other bases would YOU play with Trance, and when, to increase YOUR base efficiency?
Pair 4: Focused Shot
Consistent recovery with the option of enhancing with token.

Focused, like Trance, is a down beat style for Hikaru. It trades the certainty of token regain for some utility in Prio and Stun Guard as well as the option to ante. Focused Shot can often get the job done without ante vs. meeker opponents thanks to its 4 stun guard. Against heavier hitters a Stun Guard ante will usually the trick, and Earth has the potential to turn this down beat into quite a positive trade. I suppose you can add Fire if their Dodge is down, but at 3 priority and an obvious play, this is frighteningly easy to clash.
In addition to clash, another weakness to this pair is its use of Shot without additional power. Since Hikaru relies on Drive and Shot in many matchups, using Shot as a down beat, rather than with Geomantic or Advancing, can rein in your explosiveness. Then again, key token reacquisition is just as valuable as big damage.


Pair 5: Advancing Burst
The Marco Special. If you don't know who Marco is...

We’ll end the pairs with the most niche of those mentioned here. Not only is Advancing Burst important to grok on its own, but I also find it necessary to talk about its two components. First, the attack as a whole. Advancing Burst’s greatest use is its ability to “Corner Cross,” using Advancing’s Start of Beat to hop over an opponent when trapped in the corner, then Burst’s Retreat to evade any incoming Range 1-2 plays.
In addition to Strikes and Grasps lacking in Range, Advancing Burst in the corner also beats incoming Bursts. You’re likely faster than the enemy Burst, definitely if you ante Wind, and thanks to the corner they cannot escape to Range 4 which is the usual advantage in Burst v. Burst.
Advanced is Hikaru’s second most potent Style, with a 0/+1/+1 statline and the potential to +2/+1 with little setup required. Using Advanced well is a key part of the Base efficiency I mentioned before, as it can be paired with just about everything and make it work. When Hikaru wins a beat with Advancing’s extra Hit Confirm or crossing up shenanigans, that’s one more he didn’t need to use Drive or Shot to do so.
Likewise, the proper use of Burst separates the beginner Hikarus from the more experienced ones. Burst is a risky commitment, as you are creating distance instead of closing it, but an opponent who does not have to respect Hikaru’s high power Bursts is a very tough foe to defeat. DO NOT FEAR THE BLUE!
Pairs For Thought
Here I like to list just a few more notable attack pairs for Hikaru, but I am not going to talk about them here. A huge part of BattleCon is being able to evaluate style and base interactions on the fly, so take a few seconds to mull these over if you have not already.
Advancing Water Drive
Trance Dodge
Sweeping Fire Drive
Closing
I hope you enjoyed this meditation on Hikaru pairs, and that it was an informative, if rambly, guide. As you are playing as or against him keep these attacks in mind, in addition to the others you discover, and how they all come together to reveal his strategies and winning conditions.
Did I help? Did I hurt? Did I totally pick terrible pairs? Let me know in the comments =)
8 Comments
Natpy 8 Sep, 2018 @ 4:20am 
Thanks a lot Windup13ird
13ird  [author] 7 Sep, 2018 @ 8:02pm 
Blessing (the healing Base) is most effective between Beat 3 and whenever you are at a Level you can start bullying. It can help heal off damage early on and not help an opponent if you are not damaging them, and Safety Burst combine to let you take no to little damage from any attack, but its Trance gain is useless on Beats 1 and 2.
13ird  [author] 7 Sep, 2018 @ 8:02pm 
Your opening usually consists either of Dodging to get a free Beat for yourself, or surprising an opponent who plays a bad pair to Clash (match the priority of) your Dodge. Sanctimonious can be used but it super risky if they see it coming or can outspeed it. If I am not dodging, I tend to Switch Drive to outspeed and trade Ok, then aim to use Dodge next and gain Level 1.
Don't forget about Switch! It may be an "empty" base, but for Magdelina its stats are only 1 power and priority behind Sanctimonious without the Miss penalty and with a force gauge. Using it sacrifices the bonus range or trading value she gets on her Styles, but definitely work it into your game, particularly with Drive.
13ird  [author] 7 Sep, 2018 @ 8:01pm 
I would be glad to answer your general question here though. Think of Magdelina as a snowball character, the longer the game goes the better you get. Usually, force gauge or not, you will not be able to contest an opponent until you are Level 2, and Level 3 is when you start bullying most of the cast. Any Beat where no one takes damage, or even when you lose just a little life, is a fully won Beat for Magdelina. Instead of trying to contest early on think about how you can Dodge, Burst, run away with Safety's End of Beat to steal a turn, etc. One pair that's great to surprise people with is Priestess Drive. It won't contest other Drives early, but its -2 enemy power On Hit and regain life is a +3 life differential for Magdelina and can be used to punish big slow Shots the enemy might think is free.
13ird  [author] 7 Sep, 2018 @ 8:01pm 
Hello Natpy! Magdelina is one of my favorite characters and I have been using her as a secondary recently, but my work just started and I cannot promise another full guide like these for the time being. If you would like some more information feel free to add me on Steam or ask in the Character Discussion Channel in the official Discord.
Natpy 7 Sep, 2018 @ 5:18pm 
@Windup13ird Could you please make this kind of gide for Magdelina? I think she is very interesting to play, but I am a newbie and can`t figure out by my own how to play her effectively. Should I use force in early turns to close the gap in a stats? Should I try to use her healing base move when it is possible? What kind of pairs are best openers? etc...
13ird  [author] 18 Aug, 2018 @ 2:25pm 
I appreciate you sharing your thoughts Warden. You are correct, both Trance and Sweeping Dodge are strong options for Hikaru, and both are used rather liberally.

While Sweeping Dodge's 6 Prio means some characters cannot naturally clash it, it can still be read and countered by many, and Sweeping is a far more dangerous Style to be in a disadvantageous chain with than Trance. Also as you said, Sweeping rarely has use outside of closing a match (though that is important never to forget!), but some Trance attacks can end up being solid.

Trance Dodge is much more clashable, but also safer if the opponent respects or reads Sweeping. Even if you get clashed Trance isn't the worst Style since you get a Token back, and if it works you get your desired range + 1 token.

TL,DR: Mix it up, you got the right idea!
WardenUSA 17 Aug, 2018 @ 8:41pm 
Pretty new to the game, but these seem pretty good Torn Between Trance dodge or Sweeping dodge. But since I hadn't really considered Sweeping to be anything other then to finish my opponent it's nice to know there is another use for it