Jizai: Difference between revisions
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This combination must be done on a hunter with at least 800 ATP. | This combination must be done on a hunter with at least 800 ATP. | ||
==Advanced Usage== | |||
The following breakpoints and analysis are assuming a level 200 HUcast with at least one [[Proof of Sword Saint]] and [[Red Ring]]. | |||
Given NHH is the most important combo on Jizai, we'll be looking at breakpoints revolving around H2 on highly evasive enemies. | |||
===Notable Breakpoints=== | |||
{| style="width: 20%" | |||
| | |||
<tabber> | |||
|-|Shifta 30= | |||
{| class="wikitable" style="text-align:center;" | |||
!Enemy | |||
!Hit % | |||
!Attribute % | |||
|- | |||
|[[Dark Bringer]] | |||
|0 | |||
|55 | |||
|- | |||
|[[Sinow Spigell]] | |||
|0 | |||
|55 | |||
|- | |||
|[[Ul Gibbon]] | |||
|15 | |||
|55* | |||
|- | |||
|[[Zol Gibbon]] | |||
|25 | |||
|0 | |||
|- | |||
|[[Sinow Zoa]] | |||
|30 | |||
|0 | |||
|- | |||
|[[Sinow Zele]] | |||
|30 | |||
|50 | |||
|- | |||
|[[Ill Gill]] | |||
|35 | |||
|85 | |||
|- | |||
|} | |||
|-|20= | |||
{| class="wikitable" style="text-align:center;" | |||
!Enemy | |||
!Hit % | |||
!Attribute % | |||
|- | |||
|[[Dark Bringer]] | |||
|0 | |||
|80 | |||
|- | |||
|[[Sinow Spigell]] | |||
|0 | |||
|80 | |||
|- | |||
|[[Ul Gibbon]] | |||
|15 | |||
|80* | |||
|- | |||
|[[Zol Gibbon]] | |||
|25 | |||
|0 | |||
|- | |||
|[[Sinow Zoa]] | |||
|30 | |||
|20 | |||
|- | |||
|[[Sinow Zele]] | |||
|30 | |||
|70 | |||
|- | |||
|[[Ill Gill]] | |||
|35 | |||
|110 | |||
|- | |||
|} | |||
|-|15= | |||
{| class="wikitable" style="text-align:center;" | |||
!Enemy | |||
!Hit % | |||
!Attribute % | |||
|- | |||
|[[Dark Bringer]] | |||
|0 | |||
|90 | |||
|- | |||
|[[Sinow Spigell]] | |||
|0 | |||
|90 | |||
|- | |||
|[[Ul Gibbon]] | |||
|15 | |||
|90* | |||
|- | |||
|[[Zol Gibbon]] | |||
|25 | |||
|5 | |||
|- | |||
|[[Sinow Zoa]] | |||
|30 | |||
|35 | |||
|- | |||
|[[Sinow Zele]] | |||
|30 | |||
|85 | |||
|- | |||
|[[Ill Gill]] | |||
|35 | |||
|120 | |||
|- | |||
|} | |||
</tabber> | |||
|} | |||
*Ul Gibbons can be killed with the combo NH, not requiring the third hit of the combo. The Attribute % Breakpoints for them seen in the above table reflects this combo. | |||
===Breakpoint Analysis=== | |||
It is commonly advised to not sphere a Jizai until you acquire one with 35h or more, with the sole reason being the dreaded Ill Gill. | |||
Although Ill Gills requires more damage than Jizai can deal on Shifta 20 and 15, this damage can be covered by laying a Damage Trap before the combo, which deals 305 damage to Ill Gills in Ultimate. | |||
Being able to defeat an Ill Gill unfrozen is a crucial option to have, allowing you to conserve Freeze Traps and thus allow greater control of your trap management. A Jizai can make quick work of a lonely Ill Gill that you don't want to waste resources on. | |||
Jizai additionally proves itself as a consistent choice even when an Ill Gill is frozen. Ill Gills may sometimes enter animation states that will cause them to be untargettable by [[Dark Flow]] while they're frozen. When this occurs, Dark Flow's special will simply not connect. Reacting to this state and quickly swapping to Jizai will let you kill the enemy quickly enough before the freeze status ends. The same can of course be done with [[Vjaya]] or [[Excalibur]], however Jizai requires neither Meseta nor Berserk to make the most out of it, furthering itself as an excellent resource conserver in this scenario. | |||
Sinows in Episode 2 have spawn animations where they fall slowly. It's during this animation that Jizai works well, allowing you to burst one down before it can act. Although Dark Flow provides a much faster solution for this enemy, Sinow Zoa and Sinow Berill in particular are too evasive. They are not garaunteed kills unless frozen, even with 100 hit. Jizai once again opens up a trap management option in this scenario, allowing the player to conserve a Freeze Trap at the cost of a slightly slower kill. | |||
Gibbons are another highly evasive enemy that almost always require a Freeze Trap to handle them. Jizai provides a great solution when you find a monkey by itself in the rare cases where they do spawn alone. | |||
===Attribute Priority=== | |||
Given the above analysis, the highest priority for which Attribute %'s should be sphered on a Jizai would be Dark. Ill Gills are the primary reasoning behind utilizing not just Jizai, but Twin Swords as a whole. | |||
Second in line would be either Machine or Native. Deciding between these ultimately comes down to preference, however Machine has more use case evidence as alternative options for Sinows are somewhat higher risks. For instance, attempting to use Dark Flow on a spawning Sinow Berill can prove fatal when it partially misses. The Sinow may flinch and immediately punch the player, or warp and cast Rafoie. When attempting to do the same on a Gibbon, partial missing is not the end of the world. The gibbon will likely get hit by at least one wave and won't punish you immediately, allowing you to follow up with another option. It also only takes three waves of a fully sphered Dark flow to connect and kill an Ul Gibbon. | |||
Last in place would be A. Beast, having no notable evasive enemies that require this amount of single target damage output. | |||
{{Twin Swords}} | {{Twin Swords}} |
Revision as of 02:00, 13 December 2022
|
- One of two unparalleled blades from a homeworld.
Can cause instant death. - - In-game description
Jizai are the strongest Twin Swords in the game. They are popular due to their relative ease of attainability, and are used primarily as a beatstick for high EVP enemies.
Their Hell special is also very popular for killing Satellite Lizards and Yowie in Episode 4 due to the weapons' high ATA and potential for Hit attribute, along with its synergy with the unit Proof of Sword Saint.
This item is affected by Proof of Sword-Saint.
Availability
Combination
Jizai can be created from combining Guren and Shouren, which is done by equipping one of them, then using the other in the inventory. The weapon equipped at the time of use will have their attributes transferred to the resulting Jizai.
This combination must be done on a hunter with at least 800 ATP.
Advanced Usage
The following breakpoints and analysis are assuming a level 200 HUcast with at least one Proof of Sword Saint and Red Ring. Given NHH is the most important combo on Jizai, we'll be looking at breakpoints revolving around H2 on highly evasive enemies.
Notable Breakpoints
|
- Ul Gibbons can be killed with the combo NH, not requiring the third hit of the combo. The Attribute % Breakpoints for them seen in the above table reflects this combo.
Breakpoint Analysis
It is commonly advised to not sphere a Jizai until you acquire one with 35h or more, with the sole reason being the dreaded Ill Gill.
Although Ill Gills requires more damage than Jizai can deal on Shifta 20 and 15, this damage can be covered by laying a Damage Trap before the combo, which deals 305 damage to Ill Gills in Ultimate.
Being able to defeat an Ill Gill unfrozen is a crucial option to have, allowing you to conserve Freeze Traps and thus allow greater control of your trap management. A Jizai can make quick work of a lonely Ill Gill that you don't want to waste resources on.
Jizai additionally proves itself as a consistent choice even when an Ill Gill is frozen. Ill Gills may sometimes enter animation states that will cause them to be untargettable by Dark Flow while they're frozen. When this occurs, Dark Flow's special will simply not connect. Reacting to this state and quickly swapping to Jizai will let you kill the enemy quickly enough before the freeze status ends. The same can of course be done with Vjaya or Excalibur, however Jizai requires neither Meseta nor Berserk to make the most out of it, furthering itself as an excellent resource conserver in this scenario.
Sinows in Episode 2 have spawn animations where they fall slowly. It's during this animation that Jizai works well, allowing you to burst one down before it can act. Although Dark Flow provides a much faster solution for this enemy, Sinow Zoa and Sinow Berill in particular are too evasive. They are not garaunteed kills unless frozen, even with 100 hit. Jizai once again opens up a trap management option in this scenario, allowing the player to conserve a Freeze Trap at the cost of a slightly slower kill.
Gibbons are another highly evasive enemy that almost always require a Freeze Trap to handle them. Jizai provides a great solution when you find a monkey by itself in the rare cases where they do spawn alone.
Attribute Priority
Given the above analysis, the highest priority for which Attribute %'s should be sphered on a Jizai would be Dark. Ill Gills are the primary reasoning behind utilizing not just Jizai, but Twin Swords as a whole.
Second in line would be either Machine or Native. Deciding between these ultimately comes down to preference, however Machine has more use case evidence as alternative options for Sinows are somewhat higher risks. For instance, attempting to use Dark Flow on a spawning Sinow Berill can prove fatal when it partially misses. The Sinow may flinch and immediately punch the player, or warp and cast Rafoie. When attempting to do the same on a Gibbon, partial missing is not the end of the world. The gibbon will likely get hit by at least one wave and won't punish you immediately, allowing you to follow up with another option. It also only takes three waves of a fully sphered Dark flow to connect and kill an Ul Gibbon.
Last in place would be A. Beast, having no notable evasive enemies that require this amount of single target damage output.
Twin Swords | |
---|---|
9★ | Musashi • Yamato |
10★ | Asuka • G-Assassin's Sabers |
12★ | Jizai • Sange & Yasha |
Other | ES Swords • TypeSS/Swords |