The Erase Wars
Phantom Dust Erase
Tips and beating them
Erase skills can be very useful. They can
get rid of troubling moves your opponent has, cripple them, or even
finish them off. It can also stop them from becoming too powerful
and get rid of troubling Environmentals.
You can use Orb + Amulet to protect against Erase.
Any purple moves used by others will not affect you if you have
these moves equipped and can pay their automatic cost. They can
also help you keep your boosted abilities like speed and strength.
If these moves can be paid for and aren't exhausted Erase skills won't be able to harm you.
It doesn't protect against capsule erasers like Diabolical Trick or Violent Change.
You can use Turbulence to try to automatically remove erase
moves from people using them. Erase skills like Lack and
Wind Pressure among other skill erasing moves can get rid of different
erase skills.
Of course you can erase your opponents capsule erasers with your own
capsule eraser skills. Beating them to the punch is one
possibility. Depriving key combos from working give you the
edge in a match.
You can also use the skill Recall and Relearn together to return more
of your capsules to your arsenal to reuse. You can't
get any capsules erased from the field but just Recalling what you
can will help you last longer against opponents focused on erasing your
capsules.
When using erase skills on opponents, check if they have any yellow skills equipped.
If you see your opponent with Yellow skills equiped try to see if you
can figure out what it is. Is it a Dash or Dazzle?
If you can't figure it out, you may want to delay using Single use
erase moves on your opponent. You could try waiting till they use
all their aura up.
If you do have an infinite use move like Crush or Neutralization you
can try hitting them with it and see if they automatically spend an
aura or 2 for Amulet or Orb or Amulet. If they only spend 1
for protection you can hit them or use Crush two more times to exhaust
the Amulet so you can go on with your other erase moves. These
moves will force their use even if there is no stat or environmental to
erase.
If you have a skill that freezes their buttons, Orb and Amulet can't
protect them from your erase moves while frozen. There are moves
like Glacial Wall and Ice Sword among others.
Orb and Amulet can be used to protect you in the sky from Hit All erase skills like Crush.
Although Orb and Amulet protect against all erase skills that directly
affect you or your Environmental. They don't protect against
Capsule Eraser skills.
Orb and Amulet don't protect from your own Hit All skills. You
won't be able to protect yourself against your own vicious balance, but
you can from your teammate's vicious balance.
If you can't, try to freeze your opponent before
using a major erase skill like Vicious Balance or Quantum Decay.
Best Options for this would be to use Glacial Wall or Ice Sword
on your opponent.
You can also try using the skill Greedy Spirit but you have to be very
fast with your timing of an erase skill for it to work sometimes.
Greedy Spirit. Besides using Fairy Ring which also has
difficult timing, Greedy Spirit provides one of the few ways to
erase hard to erase skills like Reincarnation, Photon Barrier, and
Arrow of Artemis.
Orb and Amulet can't protect from Attacks
with erase effects like Storm Blade. It also doesn't protect from
the Faith Attacks that erase level known as Song of Succubus and
Succubus Tempt. Although these 2 moves don't have great accuracy,
if you can land them with power boosted you could catch opponents by
surprise, expecting Orb and Amulet would protect them. Restrain
Combos nicely with them if you can land them.
If you want a way to stop attack moves from having
erase effects you can play the Environmental Necronomicon. Ignore
the description. Necronomicon takes away the add effects on all
attacks. Since the erase abilities are add effects they lose them
when Necronomicon is out. Necronomicon may disable a lot of
beneficial effects for you though, including the retain effect of
Reincarnation.
Some erase users may opt to use Necronomicon because it stops
Reincarnation and Arrow of Artemis from retaining themselves.
You can also use Environmentals Chaos,
Stagnant Air, Scientism to stop Orb and Amulets. If Orb is just
the problem you can use Stagnant air temporarily.
While we've been covering some direct ways of
doing erasing and countering erase, you also should consider using
shields with erase effects to help you to. There are numerous
shields that erase all sorts of different attacks. Sometimes its
easier to just block to erase a move instead of trying how to get past
someone's Orbs and Defenses.
Reincarnation is a great skill in dealing with erase effects. If
you have 6 aura when shooting at a shield that can erase
Reincarnation, it will fail to erase Reincarnation because it pays for
the retain effect a second time. If you boost your strength by 2 you
can break every erase shield in the game with it except for Fortress of
Iron.
If you want unerasable attack skills while
Necronomicon is out, you can still use the lock atacks skills known as
Sign of Saints and Seal of Death. If you're playing tag and you
don't want one of these skills equipped you can pick up your dead
teammate on the same button and you'll overwrite the skill with your
teammate and can add new skills to the button afterwards.
There are specific erase skills that
erase Shields automatically or penetrate defenses including Dragon
Slayer, Shield Slayer, and Judge of Ares. Other attacks and erase
skills will also erase shields if you can land a hit a on your opponent.
Tag
Teammate Resurrection Death and Resurrection Tricks with Erase -
There are some
unique Tag Team Tricks you can do revolving around erase skills.
If your teammate is knocked out, any hit all erase skill will not
affect them or their capsules. You can Vicious Balance while your
teammate is knocked out and he won't lose any aura. You can
Violent Change and they won't lose their capsules.
An arsenal strategy also opens up around Vicious Balancer in Tag Team
mode. One player can keep themselves at 0 or bring themselves
down to 0 and you can cast your Vicious Balance and send everyone down
to 0. This definitely boosts the strength of Vicious Balance.
Arsenals that use 0 Aura are more viable in this setup as well.
That being said, there are also opportunities for teams to raise their
level more quickly than in other game types. Boost Mines are very
common. Quantum Amps can be used doubly to raise Psycho Burst's
power. Quantum Amps can also diminish some of the punishment of
Vicious Balance. Level Berzerk is also available for your
opponents or teammate.
Tag Mode also allows one player to cast an Erase Move while another
casts Chillbreeze soon after to guarantee an erase skill works.
Annoying Gift can also lead to shenanigans with Erase and Anti Erasing moves.
Orb and Amulet can be very useful for providing protection from level
erase for Bravery Decision users. Recalll users can be challenged
by level erase.
These are also reasons to use level erase, so that your opponent thinks
twice of running Bravery Decision or Recall. Stopping the use of
Vibration Laser and Vibration Blaster. You can keep powerful
moves in check or weaken your opponent's defenses as
Aura Cannon Arsenals use Quantum Decay to keep their max aura lower
while also potentially disabling power house long range move Vibration
Laser. Using lower cost skills while crippling your opponent's
ability to use higher cost ones is another reason to look towards level
erase.
Level Erase is often a major reason whiy arsenals have Orbs/ Amulets.
In the race to erase and counter erase you may even find erase
arsenals holding Orbs/Amulets to make sure Turbulence doesn't affect
them.
Capsule Erasing provides alternative solutions to dealing with your
opponent. If all they do is run away, just erase theur
capsules to death.
RESTRAIN
HANG OPTI
Capsule Erasing
Tricks
Recall, Relearn, Bravery Decision, Erased Capsule
Impact.
Defense Guide and
beating them
Manual
Aim through Gust, Change Course.
Manual Aim safety against Reflect shields.
Manual Aim Generally Safe Against Reverse.
Faking
out shields.
Explain Different Defenses, Weaknesses, more mechanics and
shield breaking focus.
Block Explosions
Dazzle
a Dasher
Why Manual Aim is
very useful
I’m trying not to get too bogged down in the other sections
with manual aim. So this’ll be more in
depth. I anticipate there will be some
repetition in this video from stuff explained in other ones.
Vibration Laser aiming.
Move Range Accuracy
Good at any range
moves: Ricochet Laser (just as good
at short and medium ranges,) Rapid Cannon, Charged Particle , Venom Fang,
Crawlers, Impact Burst, Ground Laser.(certainly others…)
Many
Erase + Status Moves have Good Homing and Long Reach
Long range abilities - Rail Gun, Power, Psycho Kinesis,
Entangle, Tree of Fang, Root of Tree, Curse of Earth, and Disremember can go
long distances. Bloody Ritual to lesser
extent. FOCUS ON HIGHLIGHTS
Retain/Lock Moves
may just fold into erase section…but probably won’t
Reincarnation/Photon Barrier/Arrow of Artemis stuff
Sign of Saints stuff, Seal of Death Orb Stuff.
Organization of Facts left to show
TELL
3. Orb/Amulet counter erase moves Player
vs The Eraser
Eraser player has
Greedy Spirit
Vicious Balance -Rebirth, Mist Blade, Mist Blaster
Disintegrate Vicious Balance trick in Quick.
Tag Lock-On
SHOW AND TELL
5. Turning it On.
Long Range Limit
SHOW AND TELL
6 + 7. Show 2 vids of it.
Shelter Shields block Holes as Well
SHOW AND TELL
10. Show it block a hole.
11+12. Block rain. Timing Challenges
Tell
13. Erase Shell only shield that erases rain
14. Block 360. Less Likely to get lagged through
Change the World warning.
TELL MORE THAN SHOW
15. Change the World Performed.
TELL
16. Optimization warning. Don't use when teammates are
dead. Take down when trying to resurrect teammate. Don't
use when you don't have attacks. You can try using it when
desperate to hang it. Otherwise don't put it out until you think
you have things that can work good with it. Also check how your
teammate is doing. If they aren't ready they could get double
teamed badly. Do hang if facing a level erasing opponent.
SHOW AND TELL
17. Manual Aim going through course shields. Do it.
18. Then be victim of it.
SHOW
19. Jump into Paralyze.
20. Show Paralyze stagger.
21. Show Paralyze Barrier version of it.
Tell
22. Paralyze Barrier Applications
SHOW
23. Standing still with Paralysis. Block.
TELL
24. Shoot an attack, or do other move.
SHOW
25. Jump in Place while Paralyzed.
26. Cartwheel/Roll when Paralyze. Simple maneuver.
27. Lock on off turn in direction, then hit left or right bumper button.
28. Probably another vid qualifies.
MULLIGAN VIDEO SET
SHOW AND TELL
29. Mulligan
TELL
30. Mulligan has a chance of getting the 4 skills in your hand again.
SHOW
31. Mulligan risk with multiples of a locked skills in your arsenal.
32. Tag Team Resurrection loophole
SHOW AND TELL
33. Mephisto's Pact sub possibility.
34. Bravery Decision Mulliganing.
SHOW AND TELL
35. Look at spawn colors
TELL
36. Try to think of ideal start.
37. Look at your spawned capsules and the ones in your hand. Color coding tricks.
38. If you have no aura at your spawn point, and 2 aura equipped,
might not be a good idea to mulligan. Is there a lot of aura in
your arsenal to get much more than this.
39. Look at that spawn and your first hand. Will Mulliganing be likely in getting me the aura count I need?
39. What would be a good aura start? Maybe put a number at the end of arsenal name.
40. How soon should I Bravery Decision? Find a number. Could change on how match is playing out.
41. Look to get 3 aura with Level Amp and Boost Mine oriented arsenals.
SHOW
42. Are duplicates at my spawn? 3 Tiger's Strengths. Don't want.
43. Four aura for arsenals focused on Heat.
Jumper Highlights
SHOW AND TELL
44. Jump Stun Invincibility against any move that hits. Works against Frighten too.
44.5 Jump into Hit All Moves
TELL
Only exception is when holding Amulet or Orb, or the move shot was BackdraftBullet or Vacuum Wall.
45. INSTANT JUMP DODGING IN OTHER GUIDE
SHOW AND TELL
46. Get around level more easily.
TELL
Dodging specifics will be in other guides.
SHOW AND TELL
47. REPEAT Character differences.
48. Jumping vs Speed Delays
49. Freia and Tsubu rain weaknesses greater.
50. Regular Jumpers compensating better for it.
51-52. Some hop races.
53. Dodge holes jump + shoot.
54. Hanging Easier
55. Easier to setup sword fakes.
56. Jump right after a move is done is possible.
57. Jumping after a close range attack stagger hit.
58. Jump into Spam nullifier.
58.5 Jump into Boost Mine.
Tell
59. Crawlers and Holes easier to dodge
60. Jump off level
61. Specific Attack advantages in other guide.
Weakness : Many attacks are harder to deal with at default range
compared to cartwheelers. Fire of Gehenna. Opportunities to
dodge can be more difficult to pull off especially when attacked at
multiple angles.
PUNISH JUMP INVULNERABILITY WITH BACKDRAFT BULLET and other moves that work on downed opponents.
Cartwheelers and Rollers
62. Great dodging ability.
63+67. Cartwheelers dodge can be controlled better. Show roll up comparisons
68. Cartwheelers easier to dodge own Hole attack.
69. Weaker against stun and erase stun effects.
70. Harder to dodge hit all moves.
71. Aura Regeneration halts while cartwheeling or rolling!
72. Generally better at dealing with lowered speed.
73. Can be harder to get around level
74. Rollers vs Carthwheelers breakdown:
76. Best rollers are probably Anthro or Vestio.
77-79. Best roundhouse kicks. Tell with JD and Cuff Button. (Bigger hit box)
80. Anthro and Vestio swing Flame Sword attacks at higher
heights.(Unlike any human character) These swings can especially
punish certain jumper maneuvers like the jump straight up option.
81. Also punishes those who attempt to walk away and jump to
dodge. Jumpers are stuck attempting to go to the left of their
Flame Sword moves.
82. Even though Anthro swings flame sword moves at higher
heights they are shorter than Cartwheelers and can hide behind more
things.
83. The same applies to Vestio.
Tell
84. The rest of the rollers are inferior to Vestio and Anthro in some way.
85. JD and Cuff Button don't swing swords at higher heights but are also shorter than Cartwheelers.
86. Guard, Andro, and Partheno are taller than the other rollers
and can't hide behind certain objects, just like cartwheelers.
The kick moves are not as good either. They do swing Flame
Swords at higher heights though. Note that although Freia is tall
like these characters she still swings her flame sword at lower heights.
Tell
Which one is better.
87. Basically Cartwheelers dodge maneuvers are less clumsy and can dodge their own holes more easily.
88. The best rollers Vestio and Anthro who are shorter than
cartwheelers and can hide behind more objects. They swing Flame Swords
type attacks at higher heights to make some uncommon jumper maneuvers
not work. Also kick moves are also a little better.
89. Dodges seem pretty similar in what can be dodged but
cartwheelers might have a little better chance of dodging certain
things. Make no mistakes Rollers dodge many things.
WAYS OF THWARTING THESE CHARACTERS
use 5 things
Stat Buffs/Effects
and Resetters
Stacking Buffs – Where it does and doesn’t work.( Tiger’s
Strength and Trance not combinable)
Homing – what does and doesn’t improve from it.
Hide
Behind stuff
Tag Teammate Resurrection Death and Resurrection Tricks with
Stat Buffs
Purify
Erase and other things forcing stand ups and stuns.
Close range guide
Sword
Faking
Sword
Cancelling
“Just
missing” with swords to see shields
Sword
Sliding Past shields.
Include
Photon Wave Burst/Tips
Some
close range nuisance demos. (constant
hyperkicks)
Stage Guide
– (probably will be separate from any of this) Tricks at stages. Traveling around tricks.
Cartwheel
and Roll Tricks
Debris
hitting
Dodging
This could get extensive. Still need to think about this section.
Medium range moves working better at far medium range.
Stat Buffs/Effects
and Resetters
Stacking Buffs – Where it does and doesn’t work.( Tiger’s
Strength and Trance not combinable)
Homing – what does and doesn’t improve from it.
Hide
Behind stuff
Tag Teammate Resurrection Death and Resurrection Tricks with
Stat Buffs
Purify
Erase and other things forcing stand ups and stuns.
Close range guide
Sword
Faking
Sword
Cancelling
“Just
missing” with swords to see shields
Sword
Sliding Past shields.
Include
Photon Wave Burst/Tips
Some
close range nuisance demos. (constant
hyperkicks)
Stage Guide
– (probably will be separate from any of this) Tricks at stages. Traveling around tricks.
Cartwheel
and Roll Tricks
Debris
hitting
Dodging
This could get extensive. Still need to think about this section.
Medium range moves working better at far medium range.
LOOK ALIKE MOVES