General Hints and Tips for PvP
In commemoration of the return of the PvP section, I thought it would be a good idea to make a thread with some general hints and tips for people new to PvP. Hopefully, this will help to usher in a new generation of skilled PvPers.
Finding a Match
The first and most obvious way to get a match would be to create a PvP party. Specify what you want (1v1, 2v2, etc) and set a level requirement. When you get a match, decide on a battlefield (City or Forest). Remember, for matches where you're within 5 levels of your opponent, you can simply create a public room by selecting the battlefield and your desired mode (again, 1:1 or 2:2, etc) then hitting Create New, then Start. Matching this way earns you maximum Fame (PvP exp). For matches outside the 5 level range, private rooms are required. Do this by following the same method, except you need to check the box for Private Room and giving it a name. When in a room, you then select Find User and enter in your opponent's room name.
In my experience, I rarely see PvP parties. Most of my matches are with people I meet randomly in the practice room. Go here, practice a bit, and if you see someone you think might be a good challenge, ask him or her politely for a match. Remember to retain good sportsmanship whether winning or losing.
One of the most important things to do in PvP is to keep moving. Dash everywhere, there's little reason to simply walk, especially if you're trying to evade. Learn to cancel dashes so you can move shorter distances with greater speeds. This can be done simply by dashing in any direction, then tapping any other direction, preferably the direction you're heading in next or the direction your opponent is approaching from.
Keep an eye on your opponent and try to predict his next move. This may be difficult, but after a few matches with the same person, you might start to see a pattern. One way of limiting your opponent's movement is a technique called Field Hitting. Basically, you attack in the general direction or area near an opponent, just outside of his range. Two swings is usually all it takes for any character, then dash away and repeat. If you land a solid hit, follow up with more attacks (varies from character to character). Field hitting should be used with caution, depending on your opponent. You usually do not want to field hit if you're playing Eir against Dainn, for example. With field hitting, you're vulnerable shortly after each attempt, so you must be quick to move. Again, keep an eye on your opponent. If he moves to exploit your split second vulnerability, make a counter attack when or if he misses.
Getting knocked over will happen often in PvP, and can sometimes be very disadvantageous to you. There are a few things you can do to improve your chances of getting back up unscathed. First is simply dashing away the moment you hit the ground, done by tapping any direction as you land. The next is a wake up attack, done by pressing A once you've hit the ground. The last thing you can do is simply stay on the ground. Sometimes, it's much safer to stay down than to try to get up right away. Some opponents will throw a series of attacks at you as you're falling in hopes of catching you as you try to get up as you land. This can be very bad, so if you spot this, do nothing and remain on the ground to decide your next course of action. Pressing S when down allows you to stand up again. You're temporarily invulnerable as you stand, so this may be useful for getting up while spells or attacks are flying over you.
You can cancel the regular standing up animation by pressing A, which activates your wake up attack animation, extending your invulnerability by a split second. Wake up attacks will dissuade your opponent from standing too close to you or from using downed attacks on you; however, it leaves you vulnerable to another series of attacks from your opponent if he's out of range of your wake up attack when you activate it. Do not use wake up attacks unless you know you can do so safely (you're sure to land a hit or you can get away without being hit). You can also mix it up a bit by cancelling your wake up attack with a skill to further ensure your safety. If you choose to use a skill with your wake up attack, it will always be in the direction you were facing at the moment you were launched. Keep this in mind when choosing what action to take.
From Gaiety: Dainns have a huge wakeup attack range with a shorter side range than front/back, while Siegs' and Eirs' is a much shorter range around. Also, Dainns can cancel their wakeup attack with a dash in any direction, while Siegs can cancel their wakeup attack with a backwards dash.
Also note that having 0 HP does not mean your character dies. You must be knocked down with 0 HP, just like in stages.
AA dash AS
All 3 classes currently out can make use of AA dash AS. Siegs and Dainns can use it with field hitting described above to close the distance or adjust positioning right before launching an opponent. Eirs can use it to put some distance between herself and an opponent for a nice long range spell. Be careful though, as Siegs in particular can counter a dash AS + Spell with a couple skills of their own if they see it coming.
Class Specific Tips
Playing as Sieg, one of the biggest advantages you have over the other classes is your speed. Learn to use side steps and you can literally dance circles around your opponent while their attacks fall helplessly on nothing but air. If your opponent is Dainn, you may not want to field hit much since Dainn wins over Sieg in melee range. Against Eir, never charge in head first, it's like asking to have 1/3 to 1/2 of your hp taken away. Go for the sides. Use Wind Kick or Whirlpool Sword to get yourself out of a disadvantageous position, it could save your ass if you combine it with wake up attacks.
Playing as Dainn, your biggest advantage is your melee range. If you stay just out of your opponent's melee range, they're in yours for the ever so deadly AA dash AS starter. Even if the AA hits a little off to the side, it'll stun your opponent long enough for you to adjust directions using dash AS. Dainn also has several skills at his disposal to disrupt people's wake up games. Land Giant's Fist is quick, has range, and knocks them up just high enough to get in a couple more attacks, especially near a wall. Use Ice Pillar in longer combos to reset the damage correction. If done correctly, one combo can take out 70% or more of an opponent's hp with little to no chance of him escaping. Dainn's homing spells can also be used to help you put opponents in disadvantageous positions. Fire Orb, for example, will often chase opponents into a corner and if you know where they're going, you can aim your next spell at that position.
Playing as Eir, to be honest, you're a little outclassed by the other two jobs. They're faster, hit harder, and have skills to negate or avoid damage. Eir does get one which is costly in reagents and has a high level requirement (55) but it'll probably come in handy if you choose to get it. Still, Eir can be pretty formidable. Exploit openings in your opponent's defense when they miss attacks to land melee hits of your own. While Eir's melee attacks do very little damage on their own, they can lead up to potentially damaging attacks such as Dodge or Holy Spirit (or both). Dodge and Holy Spirit are great skills and will make your opponent fear your approach. Holy Spirit is to be used at close range only, since it becomes unavoidable due to its ridiculously fast cast speed. Eir's specialty is in her wake up games. She has a much larger variety of skills at her disposal than the other jobs while getting up. This will occasionally put her in an advantageous position while down if you play your cards right.
Submit your own general hints and tips and I'll edit them into this post, with credits.
"If someone asks you whether or not you're ticklish, it doesn't matter what you say, they're gonna touch you. If you don't wanna be touched, you gotta say something like, 'I have diarrhea. And yes, I'm very ticklish.'"