Grave (Yomi)
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Outside of that, a block/fast throw mixup is hard for Grave to deal with early on. Later on, replace blocks with dodges. Attacks that only lose against Q are OK too. But really, all of this depends a lot on matchups. | Outside of that, a block/fast throw mixup is hard for Grave to deal with early on. Later on, replace blocks with dodges. Attacks that only lose against Q are OK too. But really, all of this depends a lot on matchups. | ||
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+ | <hr> | ||
+ | ===Matchups=== | ||
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+ | [[File:GravePortrait64.png|right|alt=Grave|link=Grave (Yomi)]] | ||
+ | ====Grave vs [[Grave (Yomi)|Grave]]==== | ||
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+ | This matchup revolves around {{YomiCard|J|Grave J}}, blocks, and throws. Your {{YomiCard|7s|Grave 7}} are throws. Counter J if you can. | ||
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+ | Please don't make this mistake: Jokers should be Combo Escapes, and nothing else. Grave hates Combo Escapes. That alone makes a huge difference. | ||
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+ | The early game is a lot about throw speed and {{YomiCard|J|Grave J}}. You can surprise-attack him, if you think he is a good player that correctly goes for fast throws. This is especially true if you don't have a good hand of early game cards ; if you don't have J or if your throws are slow. If you have a straight, go for it. | ||
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+ | Keep in mind that if your attack meets a block, it's going to be really painful. | ||
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+ | The whole reason why this happens is that Grave has no real way to punish throws; he can't use jokers as a gold burst either. So both players should throw a lot. The only good anti-throw Grave has is straights. | ||
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+ | You can attack quite a bit late game, especially if you have combo escape. Grave gets a hand really fast, and after he has a full hand, he isn't happy about blocking. Once you get to 20 life or so, throws should scare you more. A dodge can do 14 damage, a {{YomiCard|Q|Grave Q}} or {{YomiCard|A|Grave A}}, 10/12, but a throw can do 21. So in fact, late game, throws are more scary than dodges and attacks, so try to save Q for this stage of the game. | ||
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+ | [[File:ArgagargPortrait64.png|right|alt=Argagarg|link=Argagarg (Yomi)]] | ||
+ | ====Grave vs [[Argagarg (Yomi)|Argagarg]]==== | ||
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+ | This matchup revolves around {{YomiCard|J|Grave J}}, Block, Throw. That´s basically it. | ||
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+ | Now that we defined the matchup, some tips. | ||
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+ | If you really want to attack, do it, but be very cautious. Of course, unless your hand is big, throws are KD. KD a lot. And then use Block / Normal attack. | ||
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+ | Using Joker as a gold burst is reasonable since you won't escape big combos anytime soon against Argagarg. | ||
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+ | Attacking is good because Argagarg has slow attacks, and his dodges and blocks are laughable. The exception is when you suspect he has an {{YomiCard|Ace|Argagarg A}} - then you should be wary. If he Bubble Shields, that's a major hit, and probably an unnecessary risk when you can basically beat all he does with just block and throws. | ||
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+ | Dodges are your friend; be extra careful with them. Late game you will dodge / throw a lot, and you need those dodges. It's vital to build up {{YomiCard|AAA|Grave A}} to threaten your opponent. | ||
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+ | If you use {{YomiCard|your innate|Grave Char}}, reveal a throw, preferably a fast one. It's very hard for Arg to deal with it. If Argagarg is at something like 12 life or less, don't be afraid to attack quite a bit more than normal. Mix it up a little, but even if he Bubble Shields, you can chip him down a lot. | ||
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+ | This matchup is slightly in Argagarg's favor. | ||
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+ | [[File:ValeriePortrait64.png|right|alt=Valerie|link=Valerie (Yomi)]] | ||
+ | ====Grave vs [[Valerie (Yomi)|Valerie]]==== | ||
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+ | In the early game, throw a lot, block some to scare her, then throw some more. | ||
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+ | Valerie can't punish throws early on. She need {{YomiCard|Aces|Valerie A}} or lots of normals to put you in trouble, but otherwise, you can freely throw her. The problem with that statement is that {{YomiCard|10s|Grave 10}} are vital against Valerie, and 7s also are pretty good. As a result, it's easy to run out of throws. The point is, throw her while you can. Once Val gets a decent hand, her attacks are really good. | ||
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+ | Keep your {{YomiCard|Queens|Grave Q}} in the early game. Valerie has no really good counter for Q in the midgame, since her dodges are really bad, and it will keep Valerie from landing that combo she's been building her hand towards. | ||
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+ | Going block vs block against Valerie isn't especially good, since it lets her build her hand, which is often a hard thing for her to do. | ||
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+ | Once the early game is over, Val does not need to increase her hand anymore. You should attack her a lot, since blocking isn't going to put her closer to winning by much, and her dodges wont really do great damage unless her hand size is really big. Your {{YomiCard|Queen, Dragonheart|Grave Q}}, is a key card here. You can destroy Val's hand by forcing her to use dodges. As a result, if you go into an attacking mode, Val has to win a lot of the combats to come out ahead. Of course, you will have to do a throw or dodge here and there ; don't make it super easy for her to dodge for the win. | ||
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+ | A strong late game mixup against Valerie is to try to land {{YomiCard|True Power of Storms (AAA)|Grave A}} either as a combat card, or to dodge into it. | ||
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+ | This is one of the matches where {{YomiCard|Grave's J|Grave J}} is not amazing, but is still decent. The reason is that you are not happy going block against J, since she still grows her hand and that's scary. The other thing is that J loses against her main form of attack which is {{YomiCard|Aces|Valerie A}}. She will rarely try to throw, and if she does, stopping her throw is not really important. | ||
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+ | Jokers are Combo Escapes against Valerie. Do it after throws, normals or dodges, since your jokers are worth one extra combat. Don't be afraid to bluff her, either. You are going to build a big hand pretty easily, and Valerie has 80 life. If you bluff her, however, bluff her at dodges. She won't stop for bluffs with normals or throws. | ||
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+ | This matchup is in Grave's favor. | ||
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+ | [[File:JainaPortrait64.png|right|alt=Jaina|link=Jaina (Yomi)]] | ||
+ | ====Grave vs [[Jaina (Yomi)|Jaina]]==== | ||
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+ | Your blocks own, but so do her attacks. The early game is slightly in Grave's favor, since if she attacks into a block, it's painful. She can't do much about blocks more than blocking back ; she can throw, but not for a really big win. So basically, Grave should block a lot. The other part of the story is that block vs block is slightly favorable for Jaina. Jaina has a better late game because of her {{YomiCard|Smoldering Embers (10)|Jaina 10}} (which is a nightmare), but also because in the joker bluff game, it's harder to annoy Jaina than it is to annoy Grave. | ||
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+ | So while Grave has the early game advantage in theory, Grave is under pressure to do damage before the late game. This pressure makes his early game not a breeze. | ||
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+ | In summary, block quite a bit, your {{YomiCard|J|Grave J}} is as good as always, but try to sneak in throws. And if you throw, don't save anything. Max combo as much as you can. The reason is that once Jaina has Smoldering Embers (10s) in her discard pile, it's gonna be hell to get through if she has any life left. | ||
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+ | Try to save your {{YomiCard|Qs|Grave Q}}. Once her 10s hit the discard pile, they are gonna be your main way of dealing damage. Naked {{YomiCard|AAA|Grave A}} is kind of decent, but loses against her {{YomiCard|Q|Jaina Q}} and {{YomiCard|Unstable Power-flipped|Jaina 7}} {{YomiCard|Ace|Jaina A}}. | ||
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+ | Basically, the matchup is a race. Grave should try to "get in" before it's too late. | ||
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+ | This matchup is about even. | ||
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+ | [[File:GeigerPortrait64.png|right|alt=Geiger|link=Geiger (Yomi)]] | ||
+ | ====Grave vs [[Geiger (Yomi)|Geiger]]==== | ||
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+ | My first tip is "Ignore his {{YomiCard|Fast Time Spiral (J)|Geiger J}}." Dont play around countering J. It's just getting into a world of pain. Accept the fact that Time Spirals will hit. We have our own {{YomiCard|J|Grave J}} to make his life miserable, so we are kind of even. | ||
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+ | Try to avoid attacking with any non-J, non-straights early on. Gold burst is an acceptable move here, but keep in mind that Geiger blocks quite a bit. | ||
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+ | Basically block, and protect your blocks with {{YomiCard|J|Grave J}}, {{YomiCard|K|Grave K}}, gold burst, straights and throws. Don't be afraid to throw quite a bit. If Geiger does not build a hand, he is not that dangerous. He doesn't have straights and his attacks tend to win combat, but aren't particularly painful. Early on, try to block / throw, and in the mid-game, try to mix in attacks. Once he has a decent hand, he will start throwing and using {{YomiCard|J|Geiger J}} more. | ||
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+ | Don't bother to counter {{YomiCard|Temporal Distortion|Geiger 4}} if he has no J in graveyard. Throws are going to be a problem in management. On the one hand, {{YomiCard|9|Grave 9}} and {{YomiCard|8|Grave 8}} are fast enough for this matchup, but you don't have that many. {{YomiCard|10s|Grave 10}} are acceptable throws, since this matchup is very throw-heavy, but it's nice to use as a counter if you can. Avoid powering up with 8 and 9 even if you have quads - it's just not worth it. {{YomiCard|7|Grave 7}} is a very good throw, but unless you need a throw, use them as Martial Masteries. Geiger tends to like an empty hand mid/late, and knowing the exact hand composition can be a winner. Having said that, don't be afraid to throw with your 7 if you think it's the right move. | ||
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+ | You will use all your throws because you should throw as much as you can, but use them wisely, as they are scarce. Block a bit just to keep him afraid, but don't expect much attacks until mid to late game. Also, be ready to save dodges, as your game is going to be obviously dodge / attack heavy late, with some throws. | ||
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+ | This matchup is slightly in Grave's favor. | ||
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+ | [[File:RookPortrait64.png|right|alt=Geiger|link=Rook (Yomi)]] | ||
+ | ====Grave vs [[Rook (Yomi)|Rook]]==== | ||
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+ | [B]Grave vs Rook 4-6:[/B] | ||
+ | {{YomiCard|J|Grave J}} is your best card, but other than that, you have no great options. Try to use your {{YomiCard|7|Grave 7}} as Martial Mastery and your {{YomiCard|10|Grave 10}} to counter {{YomiCard|special|Rook 5}} {{YomiCard|Blocks|Rook 3}} late. It's ok to use both as a throw early on, but the speed is unlikely to ever matter. | ||
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+ | Try to build a straight, you will need that to raise your damage. {{YomiCard|True Power of Storms (AAA)|Grave A}} is really good as it beats most things Rook can pull off. But meeting a {{YomiCard|Stone Wall|Rook 5}} is game deciding, so have a {{YomiCard|10|Grave 10}} just in case. | ||
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+ | Be ready to Gold Burst. You need it to have enough damage, otherwise Rook can run you out of cards. As the game progresses, you should start blocking more. Once he has a decent hand, he is going to start attacking with normals, {{YomiCard|J|Rook J}} and {{YomiCard|Wall of Vines (AA attack)|Rook A}}. A block can give you the damage you need to keep in the game. | ||
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+ | If you have a straight, be careful about using it after a KD. You will have to sometimes block/dodge or even Q, since players will {{YomiCard|J|Rook J}} attack there quite a bit. Basically, the biggest issue here is that Rook can empty your hand. Your best options to avoid that are straights and Gold Burst. Going block vs block is in your favor too, especially against Rook's special blocks. | ||
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+ | This matchup is in Rook's favor. | ||
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Revision as of 23:12, 17 February 2012

Grave Stormborne, Wind Warrior
Use training, discipline, and the spirit of storm dragons to read your opponents!
Grave lives to improve his skills every day, wondering what limits there are to a person's potential. He's dedicated, serious, and strong-willed. He carries a sword, but he was warned at a young age to "use it only when necessary, and no more." He has no such limit on tapping power from the blue dragons of lightning and thunder, though.
Grave trains alongside his sister Jaina and under Master Midori at his dojo in Dragon Tail Vale. Grave cares little about politics, and instead focuses on individual power. Many expect him to win the Fantasy Strike tournament against the previously undefeated Rook.
Contents |
Card images
Strategy
Overview
Grave is a very solid character, with few disadvantageous matchups against other characters. Blocking is one of his most powerful options, and his early game block is especially scary, both because of his innate and because if Grave builds a good hand, it can translate into a lot of damage very fast. Grave is very card efficient, with many cards with 6, 7, 8 and 10 damage. More importantly, any pair can become a 12 damage Ace
Grave A

Grave A

Grave 10

Grave 7

Grave 7

Grave 10

Grave K

Grave 6

Grave J

Grave A
Basic gameplan
Your fundamental plan with Grave is to use his amazing blocks early on to get a good hand, and protect it with J
Grave J

Grave Q

Grave A

Grave 7

Grave 8

Grave A
That's the basic plan, but in some matchups and against some players, you'll need to deviate from it. Just keep in mind that this is your most fundamental gameplan.
Card Analysis

Grave 2

Grave 3

Grave 4
Attack / Dodge

Grave A

Grave 8

Grave 5
If you start with 3456, it's reasonable to try to land that straight. Just be careful about playing different cards just because you want to build up a straight. You will find that by the time you do, you already have a decently sized hand.

Grave A

Grave 5

Grave 6
Attack / Block
Basically, these are the blocks you are going to use. If you have them, you will probably block with them.

Grave J

Grave A

Grave 7
Throw / Block / Martial Mastery
This is one of the hardest cards to play. Martial Mastery is a very powerful ability. However, throws are scarce for Grave, and this is his fastest. Against some characters, the choice is actually easy: for Setsuki, Rook or Midori, just use it as Martial Mastery most of the time ; it's not like the speed of the throw is going to do any good. Martial Mastery is especially good against Setsuki, since she does not have many real options in hand in general.
Against other characters, it's going to be a tough decision. A common strategy is to use them early on as throws, and later as Martial Mastery. Only block with this card in the most extreme of situations.

Grave 8

Grave 9
Throw / Block
These Grave throws are kind of slow (especially the 9), but hey, you need throws. Don't block with them if you can avoid it, and be extremely wary of exchanging them for Aces. You really don't want to run out of throws (you probably will anyway :/).

Grave 10
Throw / Block / Mental Toughness

Midori 2

Jaina 7

Geiger 4
Blocking with a 10 is somewhat of a desperation move, and in most matchups, you will only want to throw with a 10 in the most extreme of circumstances.

Grave J
Lightning Cloud attack (*Lightning Trap)
One of the best things in Grave's arsenal. Lightning Cloud is an excellent early game combat card, especially against grappler opponents - you can get good results by just playing it as soon as possible in the first few turns. Since early game dodges are much rarer than blocks, and since speed 2.4 is very reasonable, you'll rarely regret it.
An early game tactic of "play Jack if you have it, block a lot otherwise" can be surprisingly effective, since blocking is a good counter to what beats your Jack: dodges and early fast attacks.

Grave K

Grave 6

Grave Q
Dragonheart attack
Dragonheart is a super efficient card that happens to be speed 0.0. If you want to attack, this is generally your best choice. It's also one of the main ways to beat other people's attacks late on, when you don't have dodges, or even in place of dodges. Try to save them for the late game, when attack wars are more common.

Grave K
Whirlwind attack
Whirlwind is one of Grave least powerful cards, but it's still not bad at all! It's 7 damage for a card, and when you have 2, you can do decent throws and less terrible dodges. It's actually pretty reasonable when you need a fast attack, and Queens
Grave Q

Grave A

Grave 7

Grave A
Keep in mind that powering up KK for A in a vacuum is wrong unless you want to complete your AAA set. K+K is 14 damage versus a single Ace's 12. Both can be comboed into just as easily. The single Ace is faster, so it will win more as a naked attack, but K+K is two cards, so if you lose combat you only lose half the damage.

Grave A
True-Spark Arc attack / True Power of Storms attack

Lum A

Argagarg A

Valerie A
Sticking to AAA or going to single aces is one of the main valuation decisions for Grave. If the opponent makes your life easy by throwing jokers around, good for you. However, against a lot of players, it's better to save the headaches after a few turns of AAA not finding its way and just start slipping in Aces in simpler ways.

Grave Joker
Gold Burst / Rewind Time
Everybody has these! It's a pretty close call between Gold Burst and Combo Escape here, since his Aces are pretty strong. You'll have to make a judgement call depending on the matchup.
How to beat Grave
It's hard to really say how to beat Grave, because it's very character dependent, but the biggest tip is probably to use Combo Escape against him. Grave has trouble translating his hand into damage. If you have a decently sized hand and Combo Escape, make his life miserable in the late game. If you know AAA
Grave A

Geiger J

DeGrey A

Argagarg A
Outside of that, a block/fast throw mixup is hard for Grave to deal with early on. Later on, replace blocks with dodges. Attacks that only lose against Q are OK too. But really, all of this depends a lot on matchups.
Matchups
Grave vs Grave
This matchup revolves around J
Grave J

Grave 7
Please don't make this mistake: Jokers should be Combo Escapes, and nothing else. Grave hates Combo Escapes. That alone makes a huge difference.

Grave J
Keep in mind that if your attack meets a block, it's going to be really painful.
The whole reason why this happens is that Grave has no real way to punish throws; he can't use jokers as a gold burst either. So both players should throw a lot. The only good anti-throw Grave has is straights.

Grave Q

Grave A
Grave vs Argagarg
This matchup revolves around J
Grave J
Now that we defined the matchup, some tips.
If you really want to attack, do it, but be very cautious. Of course, unless your hand is big, throws are KD. KD a lot. And then use Block / Normal attack.
Using Joker as a gold burst is reasonable since you won't escape big combos anytime soon against Argagarg.

Argagarg A

Grave A

Grave Char
This matchup is slightly in Argagarg's favor.
Grave vs Valerie
In the early game, throw a lot, block some to scare her, then throw some more.

Valerie A

Grave 10

Grave Q
Going block vs block against Valerie isn't especially good, since it lets her build her hand, which is often a hard thing for her to do.

Grave Q

Grave A

Grave J

Valerie A
Jokers are Combo Escapes against Valerie. Do it after throws, normals or dodges, since your jokers are worth one extra combat. Don't be afraid to bluff her, either. You are going to build a big hand pretty easily, and Valerie has 80 life. If you bluff her, however, bluff her at dodges. She won't stop for bluffs with normals or throws.
This matchup is in Grave's favor.
Grave vs Jaina
Your blocks own, but so do her attacks. The early game is slightly in Grave's favor, since if she attacks into a block, it's painful. She can't do much about blocks more than blocking back ; she can throw, but not for a really big win. So basically, Grave should block a lot. The other part of the story is that block vs block is slightly favorable for Jaina. Jaina has a better late game because of her Smoldering Embers (10)
Jaina 10
So while Grave has the early game advantage in theory, Grave is under pressure to do damage before the late game. This pressure makes his early game not a breeze.
In summary, block quite a bit, your J
Grave J

Grave Q

Grave A

Jaina Q

Jaina 7

Jaina A
Basically, the matchup is a race. Grave should try to "get in" before it's too late.
This matchup is about even.
Grave vs Geiger
My first tip is "Ignore his Fast Time Spiral (J)
Geiger J

Grave J
Try to avoid attacking with any non-J, non-straights early on. Gold burst is an acceptable move here, but keep in mind that Geiger blocks quite a bit.

Grave J

Grave K

Geiger J

Geiger 4

Grave 9

Grave 8

Grave 10

Grave 7
You will use all your throws because you should throw as much as you can, but use them wisely, as they are scarce. Block a bit just to keep him afraid, but don't expect much attacks until mid to late game. Also, be ready to save dodges, as your game is going to be obviously dodge / attack heavy late, with some throws.
This matchup is slightly in Grave's favor.
Grave vs Rook
[B]Grave vs Rook 4-6:[/B]
J
Grave J

Grave 7

Grave 10

Rook 5

Rook 3

Grave A

Rook 5

Grave 10

Rook J

Rook A

Rook J
This matchup is in Rook's favor.
Yomi Characters
See also: Grave (PS)