Jizai/Guide: Difference between revisions
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<small><div class="wiki"noexcerpt>< Return to [[Jizai]]</div></small> | |||
The following breakpoints and analysis assume usage of a level 200 HUcast with at least one Proof of Sword-Saint and {{Shield|rare|Red Ring}}. | The following breakpoints and analysis assume usage of a level 200 HUcast with at least one Proof of Sword-Saint and {{Shield|rare|Red Ring}}. | ||
Given NHH is the most important combo on Jizai, this analysis will look at breakpoints revolving around {{H2}} on highly evasive enemies. | Given NHH is the most important combo on Jizai, this analysis will look at breakpoints revolving around {{H2}} on highly evasive enemies. |
Revision as of 01:10, 22 December 2023
The following breakpoints and analysis assume usage of a level 200 HUcast with at least one Proof of Sword-Saint and Red Ring. Given NHH is the most important combo on Jizai, this analysis will look at breakpoints revolving around H2 on highly evasive enemies.
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- 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
The reasoning behind one Proof of Sword-Saint and not two is because many of these enemies are in Episode 2, where a HUcast would optimally have a V502 for Hell utility. This only leaves one free slot for Proof of Sword-Saint.
Ill Gill
It is commonly advised not to sphere Jizai with less than 35 Hit. This is entirely due to the dreaded Ill Gill, shown in the bottom row of the above table.
Although Ill Gills require more damage to kill than Jizai can deal with 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 difficulty.
Being able to defeat an unfrozen Ill Gill is a crucial option to have, allowing for conservation of freeze traps and thus greater trap management overall. Jizai can make quick work of a lonely Ill Gill without the use of valuable resources.
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 immune to Dark Flow's special attack while they're frozen. Reacting to this state and quickly swapping to Jizai will remedy this, as it has no such targeting issue and can easily kill an Ill Gill before the freeze status ends. The same can, of course, be done with Vjaya or Excalibur; however, Jizai requires neither Meseta nor Berserk to succeed in this scenario, further cementing itself as an excellent low-cost option in this scenario.
Sinows (E2)
Sinows in Episode 2 have spawn animations where they fall slowly. It's during this animation that Jizai works well, allowing a freshly spawned Sinow to be burst down before it can act. Although Dark Flow provides a much faster solution for Sinow Zele and Sinow Spigell, it isn't consistent enough to be used against the more evasive Sinow Zoa and Sinow Berill; the latter two enemies are not guaranteed kills with Dark Flow 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
Gibbons are another highly evasive enemy that almost always require a freeze trap to handle. Jizai provides a great solution when you find a Gibbon by itself in the rare cases where they do spawn alone.
Attribute priority
Given the above analysis, Dark is an excellent first choice for an attribute % to sphere on Jizai. Ill Gills are the primary reasoning behind utilizing not just Jizai, but Twin Swords as a whole.
A good second choice 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, partially missing is not the end of the world. The Gibbon will likely get hit by at least one wave and won't attack immediately, allowing for a 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.