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User:Mavi/Spirits Primer
This page is intended to help newer players understand how to choose Spirits for different characters. It is a rough guide and represents the opinions of one player. Listed character+Spirit pairings also do not mean those are the only or even necessarily best choice of Spirit for a character, only that the character works relatively well with that Spirit. Additional notes with looser opinions and elaboration from the other are placed at the end of each Spirit section. The headers for each Spirit link to their respective Spirits wiki entry. This page does not cover the console-only Spirits.
There are currently no plans for full chars of character-Spirit synergies across the entire cast. That represents a significant undertaking and could easily change with new information. Check the character pages, consider the information here, take both with a grain of salt, and use your best judgement to pick Spirits as suits you and any matchups you encounter.
I Spirit (怒 Rage)
Important:
- Good Hyper Slash: damage, range, startup
Helpful:
- Good Rage duration/retention
- Not reliant on supers
- Not reliant on other Spirit mechanics for movement/defense
Example Characters:
Charlotte, Haohmaru, Sieger, Zankuro
Opinions
Hyper Slash is game changing, both to use and to play around. Very high risk, especially given I's lack of defensive mechanics, but also high reward. Entering Rage cranks your offensive threat to 11 with a massive Rage bonus (roughly 50%), though its baseline bonus for max Weapon Gauge is slightly lower than other Spirits.
Characters who like this Spirit tend to also work well in other Spirits, so it functions well as a matchup-specific choice against certain characters or players.
Look carefully at a character's Hyper Slash properties and overall gameplan when considering this Spirit. Haohmaru, Sieger, and Zankuro all have large, damaging Hyper Slashes, making them effective recoil cancel options and sometimes even punish tools. Charlotte's damage is slightly below average, but her startup is extremely fast for a Hyper Slash. On the other hand, the damage and range of Kusaregedo's Hyper Slash are offset by startup so slow that opponents can often break the armor with a second hit or simply recover to block in time. I also deprives him of much-needed rolls.
II Spirit (真 True)
Important:
- Benefits from roll mobility
- Good WFT
Helpful:
- Good Rage duration/retention
- Benefits from one time use of Secret Move
- Good specials for canceling out of Toy Transformation
Example Characters:
Opinions
A jack of all trades Spirit that is at least decent for basically everyone, but often not their best option. One of only two Spirits with access to Secret Moves, though II can only use them once per game. Toy Transformation adds some unique spice with startup invulnerability and ability to immediately special cancel, though the aforementioned inputs limit use cases and the neutral frame on wakeup prevents use against meaty setups. WFTs breaking the opponent's weapon instead of disarming them is also quite useful, especially against opponents with poor disarmed options. Character specific, often convoluted inputs for both Secret Move and Toy Transformation can be awkward to deal with.
Yoshitora is a great fit for II: a command grab and varied other specials to roll cancel into, an early confirm into his Secret Move unlocks Yuuchouka for the rest of the round, comboable WFT with decent Rage duration, and multiple good options out of Toy Transformation. He also doesn't strongly benefit from a lot of other Spirits unique mechanics, so their upsides aren't as appealing for him as other characters.
III Spirit (斬 Behead)
Important:
- Good Rage retention
- Good WFT
- Active air game
Helpful:
- Good Rage duration
- High defense
- Not setup heavy on knockdowns
Example Characters:
Opinions
A very polarizing Spirit. A few characters like it, most will never even consider it. Emphasis on manual Rage build and resetting Rage between rounds makes good Rage retention extremely important. Good duration and WFT certainly help as well. Air parry is very situational and leaves you wide open on whiff, including some forced landing recovery.