General class info:
Very fast movement, 2 quick startup skills. Ping is low enough to change commands within 0.1 second, and break combos by guarding then pvp backdashing. Able to heal too. Mediocre evasion stat, but has pvp backdash and blink for invincibility frames.
Generally able to airskill once every few seconds only due to cooldown of magic concentration. Damage is not high enough to constantly combo, resulting in a hit and run combo combat style.
Very good at baiting enemy to run towards attacks. Zones enemy towards edge of screen, waits for them to run/airskill in and counter with a quick skill.
Knows vertical and horizontal ranges, as well as hit timing and frequency of skills perfectly. (Air juggling of a person falling off a ladder with tornado = win) As a result, able to place self at edge of enemy's skill range while they are still within range of own skills. Able to position self so that enemies' airskill will go slightly beyond self, allowing for a free back attack.
There are no templar videos yet, weakness with tank and rush style may show at hard to kb enemies.
EDIT: WOW, did not notice how long the post had become, Sorry for wall of text, hiding it using spoiler tags.
I'm beginning to notice an attack pattern here...
This generally only works if the opponent is aggressive (ATTACK ATTACK ATTACK) and you can move and attack faster than your opponent, or else they can jump over you during skill animation and start a combo of their own.
Different step tiers in the combo tree are denoted by different symbols.
On level ground with enemy:
Type 1: Zone enemy into range. Lead with Tornado.
>If Tornado hits:
Continue with combo or breakaway.
If near, run towards enemy and uppercut.
- Wind Cutter as default.
- However if opponent is a high risk target at close range, or Wind Cutter is on cooldown, jump away and Aero towards enemy.
If enemy is far away,
- Continue combo with Wind cutter.
- If enemy is out of Wind Cutter range or jumps, run towards enemy, jump while they are falling and counter with Aero. Continue combo with Wind cutter.
>>Breakaway (for looking at how an enemy responds to attacks, or lure for a counter):
Jump and backdash/blink away from enemy to give some space.
- If enemy does not continue attacking, run forward/backward to zone enemy towards screen edge.
- If enemy continues attacking, skip straight to Counter Aero.
== If enemy stays still, jump forward while facing forward and Aero.
== If enemy gives chase, jump backward while facing forward and Aero.
If Aero hits and enemy still hittable, continue combo with Wind Cutter/Tornado. Else run away to zone enemy towards screen edge and observe.
>If Tornado misses:
Backdash/Blink if in range of opponent's attack, or if already hit and being comboed, duck and wait for chance to escape. Counter immediately if possible, or run away and observe.
In short, the general idea is to start and continue the combo with quick skills, and leave Aero as a sucker punch. General strategy is for quick short combos; hit, hit again, set up counter and run, repeat.
Things to watch out for:
-Opponent starts ducking after tornado, and backdashes towards you just before you Aero while ending up behind you before you can recover from Aero. The running away then airskill Aero messes up their timing if they backdash hoping for an immediate Aero after Tornado.
-Opponent ducks and breaks off the other way after Tornado. Airskill Aero wasted, but not a problem here since you already have a ton of SP.
-Opponent is faster than you (!). Very rare due to wind walk buff, but watch out for combos after airskilling. 5 seconds of cooldown on magic concentration means the enemy knows to expect ground attacks only, and plan accordingly (overhead airskill etc).
-Opponent cannot be stunned by tornado (Templar with stam, perfect guard). Very bad as Tornado has 1 second of animation, more than enough for them to begin a combo of their own.
-Opponent has more range than you (Gunners, TH). Sniping capability hurts while you are still spinning during Tornado. Avoidable by going in close or starting the combo with an airskill Aero instead.
Type 2: Lure opponent into jumping above you with Aero. Generally not usable if enemy has skills that have all-around hitting capability, or pinpoint accuracy with airskills (guardians with dragon kick!).
-If Aero hits, continue combo with Wind cutter > Tornado.
-If Aero misses, see where opponent lands. Wind Cutter > Tornado.
I also haven't seen any engi/meister matches yet. Would be interesting to see how to deal with turrets and traps, getting sandwiched in 1v1.
A Gunslinger that knows how to play its class is nigh-impossible for me to beat without my evasion, especially with the lack of actual cooldowns on their skills. I get a lot of crap about how evasion is "cheap" and sometimes I do feel bad spamming it, but IMO just being a gunslinger is more cheap than any amount of evasion I can spam, so I'll shamelessly evade/healspam if I'm dealing with one. Aside from that, I'm usually conservative with the heals.
Templars are tough because I have to switch to my staff to KB them, but as long as I can keep from getting hit I'll be fine.
Guardians are tough, but beatable as long as I can reliably KB and outrun them.
I've fought a few meisters, but none worthy of recording. I generally don't post videos of one-sided matches.