Post by Dettadeus on Mar 7, 2011 23:33:19 GMT -5
Remember a long time ago when I said I was gonna make an in-depth guide for Krystal? Well, I finally got the info from Falcon, so here it is.
Also, there won't be any pictures of the hitboxes and stuff, it's all relatively straightforward. If you can't figure something out, try it out against an uncontrolled human player or something until you get it.
A note on the attack descriptions/comments: If there are two separated paragraphs/sentences, the first one is the one Falcon gave and the second one is mine. A lot of times I will refer to "Falcon's above comment/statement/whatever", and that's what I mean.
Krystal Overview/Strategy:
Krystal is an all-around fighter. Her long-range moves, by no means, have kill potential-on their own. They're more used for setting up for her more powerful kill moves, such as her F-Smash, D-Smash, and B-Air. Her S-Special can out-prioritize or cancel most projectiles, and is easily the easiest way to begin an approach. Throw it either up or down, depending on whether or not your opponent uses short-hopped attacks more often than not (throw it down if they short-hop a lot because it will match their height), throwing it up is better for a ground approach, while either can be used for a Demon Sniper set up. However, for this you may need to jump or short-hop to achieve the right height of the shot and hit or distract your opponent properly. If your opponent takes the initiative and, after you use your S-Special, decides to approach, either keep them at bay with an U-special, d-tilt or jab-combo, or you can grab them and either throw them into a combo position or into the Staff, which should be returning by the time you throw your opponent. This is a good way to rack up damage.
Now, in the event that you catch them with the Demon Sniper, your options are thus:
1. If they are between 0% and 30% damage and a small distance away (1/3 the length of Final Destination or less), you should follow up with a Dash Attack or, if they are very close when hit, possibly a D-Smash. DO NOT USE YOUR F-SMASH AT THIS PERCENTAGE. It will not be able to kill and will likely miss entirely, leaving yourself open to punishment in the cooldown.
2. If they are between 30% and 60% damage, your attacking range is increased greatly. On the higher end of the scale, you can travel about 1/2 the length of Final Destination and still hit your opponent with a Dash Attack or Short-Hopped N- or F-Air. If you are 1/3 the length or less, follow up with a charged D-Smash or short-hopped B-Air (short-hopped D-Air is an option as well, but it is slightly more risky due to the higher landing lag and smaller sweetspot). Another option, albeit the most risky, is hitting with an F-Smash, but unless they're at 60% and you get a chance to charge some, it likely won't kill anyone but Jigglypuff.
3. If they are between 60% and 80%, you can reach them from a pretty good distance and still get a Dash Attack in (with some added kill potential). If you're close, go ahead and charge up a D-Smash or F-Smash and murder them.
4. If they are above 80% damage... they're pretty much screwed. You can charge an F-Smash with that much stun-time, and at that percent, they WILL die.
5. At any percentage, although it works better at the high end of the scale, with very careful timing, you can perform the Demonic Chain Stun Lock. This requires you to hit your opponent with a Demon Sniper shot just as they leave the hitstun of the previous shot. This is difficult, because the opponent is stunned for a different amount of time after each subsequent attack. Putting Short-Hops forward or backward in between the shots can help time properly and allow yourself to get the right distance.
6. You can, of course, simply go into a combo or something from this attack. D-tilt -> D-tilt -> Jab Combo is quick, reliable, and does something like 20%.
7. Other viable follow-up options include short-hopped N-air, f-tilt, and U-special, but I don't use these much.
Ground game overview:
Krystal's ground game should include lots of d-tilts, d-smashes, u-smashes, and grabbing. Oh yes, LOTS of grabbing. While on the ground, you want to keep your opponent at bay until you can hit them with a Demon Sniper shot or get them to fall off the stage. You likely have superior range to your opponent on the ground thanks to your staff-based jab combo, f-tilt, and dash attack, as well as the nice disjointed hitbox. Abuse this.
Air game overview:
B-AIR FOR THE WIN. This is Krystal's best attack overall. It's the Knee of Justice in reverse: the Arse of Awesome. It has great kill potential, and if using it to edge-guard, you finish facing the stage. Short-hopping this move is low-risk due to the shield-stun it causes, so if your opponent shields, they will be pushed back a ways and won't be able to put away their shield until you can move again.
Other than her B-air, short-hopped N-air and F-air are useful too. Well, heck, I'll say it: Lots and lots of Short-hopped aerials. What do I care if her short hop is the highest in the game if my n-air surrounds me in a hitbox? You can also manipulate the movement of your S-special's return trip by moving around in the air. By throwing it behind you and up, moving in from above, and landing, your staff can fly right over you and disrupt your opponent while you can do whatever the heck you want.
Other miscellaneous strategy:
ALWAYS be in another animation when your staff returns to you. Otherwise you will waste a few frames and, while on the ground, be unable to move for these frames. Even short-hopping or performing a jab will ignore the animation.
Below are some numbers for Krystal's stats taken directly from the game. A rating out of five stars is also included.
Stats:
Weight: 0.205 (**)
Gravity: 0.27 (****)
Jumps: 3
Run start speed: 2.7 (***)
Run max speed: 3.7 (****)
Run accelereation: 0.09 (****)
Jump speed: 7.4 (*****)
Midair jump speed: 7.25 (*****)
Short hop speed: 3.5 (*****) Krystal has the highest short hop in the game!
Air max horizontal speed: 1.85 (*)
Air horizontal acceleration: 0.21 (***)
Max falling speed: 3.4 (not fast-falling) (***)
Smash Power Gain Coefficient: 1.1 (1 is normal)
Special Fall Landing Time: 16 frames
FRAME DATA:
Misc:
Edge Attack
Hits: 9-13 (really fast for an edge attack!)
Damage: 7
Hitlag: 7
Animation end: 35
Use: Well, it's an edge attack. Personally, I never use them since there are much better options (like a B-Air completely out of the blue).
Edge Roll
Invincible: 0-37
Moves: 18 - 37
Animation ends: 45
Edge Jump
Invincible: 0-31
Jumps: 18
Animation ends: 43
Normal Moves:
The Jab-Combo:
Jab 1
Hits: 5-8
Damage: 4
Hitlag: 6
Animation end: 21
Jab 2
Hits: 5-8
Damage: 6
Hitlag: 6
Interrupt: 24 (making this move quite safe)
Animation end: 27
A good one-two punch sort of combo. It can be useful for a quick 10 percent on your opponent and has relatively good knockback. You can also just use the first hit to mess with people.
Forward Tilt
Hits: 15-17
Damage: 12
Hitlag: 7
Moves forward: 0-13
Animation end: 44
Not bad for an F-tilt, but there are certainly better options. It moves you forward slightly as well.
Up Tilt
Hits: 9-12
Damage: 9
Hitlag: 7
Animation end: 35
Up Tilt has two hitboxes. One is centered on the staff, and the other is smaller and positioned near the end of the staff. They both do identical knockback and damage, but the far-reaching one hits the opponent away, and the closer one hits the opponent towards Krystal.
Not one of her best moves, it doesn't provide a whole lot of damage and knockback.
Down Tilt
Hits: 5-7
Damage: 5
Hitlag: 4
Animation end/interrupt (into Down Tilt only): 17
It's easy to combo from this move unless your opponent uses DI. DI is pretty powerful for this move.
Like Falcon's comment above, this is great for comboing into itself. It can also be comboed into the jab-combo or, if you act fast enough, you can pull off a d-tilt d-tilt short hopped n-air combo which can be useful.
Forward Smash
Charging frame: 14 (you pause when charging on this frame)
Hits: 21-25/21-23 (it hits 7 frames after charging ends)
Damage: 17/16
Properties: Armor Break/none
Hitlag: 10/9
Animation end: 49
This attack has two hitboxes. The first one causes Armor Break and does more damage and knockback than the second, larger one.
This is a pretty powerful attack by Krystal's standards, and probably has one of the best KO potentials when pulled off right. The most viable option for using this (and usually the best, since it provides low risk and high reward) is using the Demon Sniper beforehand to stun your opponents. This is an especially deadly combo as the Demon Sniper's stun time is based off of damage, and the higher your opponent's damage, the longer they're stunned for (and the longer you can charge the f-smash).
Up Smash
Charging frame: 6
Hits: 12-14, 15-17, 18-20, 21-23, 25-27
Damage: 2, 2, 2, 2, 6
Hitlag: 3, 3, 3, 3, 5
Interrupt: 42
Animation end: 44
This attack has four hitboxes on each hit, all of which pull the opponent towards the top-center part of the spinning staff.
This attack can be pretty useful, but I personally only use it to hit people recovering above the stage when they can't do anything. It doesn't have the best KO potential.
Down Smash
Hits: 11-13, 18-20
Charging frame: 6
Damage: 14, 14
Hitlag: 3, 3 (!)
Animation end: 39
This attack is pretty safe in 0.6. Shield stun has been nerfed a bit, so it will be less safe, but still safer than most attacks, in the releases to come. Good knockback at a low angle.
This is an amazing attack. If your opponent is stunned but you don't have time for an f-smash, THIS is what you use instead. It hits both sides of her as well.
Dash Attack
Hits: 18-20
Damage: 11
Hitlag: 6
Animation end: 38
This attack has no invincibility, but its hitbox has huge priority.
It's a pretty good dash attack, and is very usable. The fact that Krystal moves forward to attack then back to end is good, since it makes her harder to hit. It also stops her forward movement (the attack ends where it started). This can also be used with the Demon Sniper if you have VERY little time, since if you end up missing you're still a good distance away from your opponent.
Nair
Hits: 8-26
Damage: 11-5
Hitlag: 8-5
Animation end: 44
Landing time: 11
Autocancel frame: 30
Autocancel landing time: 8
The autocancel stuff doesn't work in pre-0.6 due to a typo.
This attack has great damage, range, and speed. Its knockback is solid at best, and its landing time is not terrible.
Short-hopping this attack is great. It comes out pretty fast and pretty much covers her body in a hitbox, not to mention she can still move around in the process. It's a good "keep off me" attack, and can be comboed into with two d-tilts.
Fair
Hits: 6-16
Damage: 9 - 6
Hitlag: 7-5
Interrupt: 30
Animation end: 34
Landing time: 12
Autocancel frame: 25
Autocancel landing time: 9
Not bad as an f-air, but not nearly as helpful, damaging, or deadly as her b-air and d-air. Only really useful if your opponent is directly in front of you while in the air, since then it's pretty much your only attacking option.
Bair
Hits: 11-19
Damage: 14-5
Hitlag: 11-7
Animation end: 37
Landing time: 14
Landing time is kinda bad, but if your opponent shields this when Krystal is low to the ground, it's still pretty safe. Great knockback on this.
Don't take Falcon's above comment like a bad thing for this attack: it's pros WAY outweigh its cons. This is definitely Krystal's best aerial, and one of her best moves in general. Short-hopping this attack can be very effective, because it's relatively safe due to it's shield-stun. It has two types of hits from what I've seen; it works a lot like C. Falcon's Knee. If you don't hit dead on, it does very little knockback, has a small electrical effect and does about 5 damage. If you sweetspot it, it essentially turns into Krystal's version of the Knee of Justice. Large amount of knockback and hitstun, very useful as a KO move. This is definitely my favorite move.
If I got to nickname it, it would definitely be the Arse of Awesome.
Uair
Hits: 8-15
Damage: 12-11
Hitlag: 8-6
Animation end: 33
Landing time: 12
A pretty usable u-air. It has some kill potential if sweetspotted, but little otherwise. U-Special is a better KO option while close to the upper death boundary, and fast-falling afterwards can protect you from being punished in most cases.
Dair
Hits: 10-33
Damage: 17 - 13/21 - 13 if fast-falling
Hitlag: 10-8/12-8 if fast-falling
Animation end: 53
Landing time: 21/13 if 34 frames have passed
This move can strike multiple times, usually up to three. The damage benefit of fast-falling is greatest during the first part of the attack.
Oh man, does this attack hurt. This is like Link/Young Link's d-air without the meteor smash/spike part. It has pretty good KO potential even while on the stage, and at higher percentages, you don't have to worry about the landing lag due to the knockback. Make sure to sweetspot it.
Grab
Hits: 6-11
Animation end: 28
A very usable grab. Short range.
Fthrow
Hits: 10, 11
Damage: 3, 5 (8)
Hitlag: 7, 1
Animation end: 30
Personally, I never really use this, but that doesn't mean it's bad.
Bthrow
Hits: 23-25
Damage: 9
Hitlag: 11
Animation end: 38
I use this all the time. You can combo a b-throw into a b-throw at lower percentages, which pretty much turns into a chain grab after a while.
Uthrow
Hits: 9-11
Damage: 9
Hitlag: 9
Animation end: 29
Not bad, but not all that good from what I've done with it.
Dthrow
Hits: 14-16, 22-24, 30-32, 38-40, 42
Damage: 1, 1, 1, 1, 5
Hitlag: 1 each
Animation end: 58
This throw does a decent grab-reset trick. Of course, there are no "true" chain grabs as of 0.6 since flinching/airborne opponents cannot be grabbed.I beg to differ, Falcon, on the topic of my pseudo chain grab with Lucario (force palm force palm d-throw jump force palm so on), but this isn't the place to argue about that.
This is pretty usable, but I really only use the B-throw if I use a throw.
Taunt
Interrupt: 75
Animation end: 80
Note: Two different audio clips.
Special Moves:
B: Blaster
Hits: 12-50
Damage: 4
Hitlag: 5
Animation end: 41
This is a pretty worthless attack, in my opinion. I almost never use this because it's about as slow as the Demon Sniper, and the Demon Sniper does everything this attack does much better. That, and the fact that the few times I do use it happen to be when my Final Smash bar is full.
Side B: Staff Boomerang
Hits: 15-?
Damage: 8
Hitlag: 3
Animation end: 40
Oh my Arceus, this attack is great. This is probably one of Krystal's most useful attacks. The angle can be changed much like Jigglypuff's Rising Pound, but it can also be controlled (like the name implies) by changing your position, as it will attempt to return to you after it finishes it's trip. It has huge priority over projectiles, and there are only a few that it doesn't flat out out-prioritize (Young Link's d-special, to name one). What it doesn't out-prioritize, it cancels. It's great for tricking a person into being hit with the Demon Sniper, because their first reaction will usually be to shield it then move in (since it can only hit once). If you ever find yourself about to be grabbed, make sure the staff is out and about because it can hit a person from behind and save you some damage. Also, make sure that it returns to you while you're doing another animation, because otherwise you go into a catching animation which takes about 5 frames that could be much better used. I could say a lot more about this, but I won't since I'm starting to ramble.
Up B: Flash Vixen
Invincible: 10-17
Hits: 10-24
Damage: 14-11
Hitlag: 9-8
Animation end: 42
This move is best suited for hitting enemies out of the air, since the invincibility starts when Krystal leaves the ground. It can combo from Down Tilt at 100%+.
As I said before, this attack is great as a "get offa me!" attack, and also has some good KO potential at high percents and altitudes if you hit in the first couple frames. One interesting technique I've developed is using this right off the ground, fast falling, then using it again. This provides a relatively low-risk combo that can build up damage and keep your opponent off of you. If there wasn't already a tech/combo/whatever called the Foxtrot, I would give it that name.
Down B: Demon Sniper Shot
Hits: 24-78
Damage: 8
Hitlag: 5
Properties: Stun
Animation end: 56
The stun caused by this attack is scaled with damage but will not stack. Hitting with the move twice in a row frees the opponent from stun.
A comment on the above before I start rambling: The N-Special (blaster) will also cancel the stun from this if used (which is another reason I don't use it).
This move was much better (Lol, more like broken) back in v0.5 when the stun stacked to the point where a final smash couldn't move a target with over 1000 damage without them freezing from the hitstun a few times first. But, that's been removed, and I digress.
In v0.6, this move is still pretty darn good because of the damage-based stun. This is exceptional when comboed with one of her KO moves (Let's review: F-Smash, D-Smash, B-Air, D-air). It's also the BEST way to get her Final Smash to hit, since it entirely stops your opponent's movement. Also, with some practice, you can pseudo-stack the stun by having the next shot hit right after the opponent escapes the stun of the previous attack, but this takes some extreme timing because they're stunned for a different amount of time each subsequent hit, and they also get further away from you.
Final Smash: Krazoa Sword
Hits: 4, 28-? (projectiles)
Damage: 6, 15 for each sword
First hit has Armor Break and Stun
Hitlag: 7, 9 for each sword
Animation end: 75
If it hits with the first hit, the timer jumps to 90:
Hits: 128, 142, 156, 170, 209
Damage: 8, 8, 8, 8, 15
Hitlag: 9, 9, 9, 9, 40
Animation end: 288
This is a good FS, but there are a few problems with it:
It's trapping, and we all know what this means. You have to hit your opponent dead on with it for it to activate properly, and you have to be very close to your opponent.
In v0.5, this FS did a maximum of 120% with insane knockback and could kill from about 10% up if used perfectly, but back then each individual sword had to hit dead on. It got SERIOUSLY nerfed in v0.6 (now does 53% with medium KO potential), but it's now trapping instead of luck and skill (and the demon sniper XP). Only use it if your opponent is above 60% (heavy weights need to be even higher than this, usually around 70%), since that's when it pretty much becomes an insta-kill. Otherwise, it's just a flashy waste of 53% without the kill added on.
A few combos to practice:
S-Special (Aimed down OR up) -> D-Special. This is great for keeping people at a distance because you've got two projectiles out at once at different heights. Also, the S-Special can distract an opponent so the D-Special hits.
A variation on the above:
S-Special (Up or down) -> D-Special -> B-Throw and repeat. This is for when you're fighting an opponent who's good at dodging projectiles and approaching, because they'll be too distracted dodging the projectiles that they'll fall right into your grab.
D-tilt -> D-tilt -> S-Tilt/Short Hopped N-air/No Charge U-smash/Jab Combo. Just a basic combo.
D-Special -> F-Smash/Dash Attack/D-Smash/Short Hopped B-air/Short Hopped N-air/Final Smash. Demon Sniper is the best way to start a combo up, and it's the best way to set up for a finisher. All of the mentioned moves have good KO potential and can be used in different situations against different opponents.
Most Basic of Basic Strategies (will be more in depth at some point in the future).
Because of her great S- and D-specials, Krystal can rack up some serious damage from a safe distance. Her S-Special is usually the attack I use most for setting anything up. It's also good for disrupting opponents' attacks. Her kill moves (in order of potential) are F-Smash, D-Smash, B-air, D-air, N-air. Her B-air is probably her best close-up move because of it's power, speed, and usability. Short-Hopping this move is a great option when there's not time for a tilt or smash attack. It's also a great edge guarding move since you finish facing the stage.
So yeah. Overall, Krystal is one of the best characters. If there was a tier list, she'd undoubtedly be up near the top of High tier (I'm pretty sure Falcon put her up there too).
Now you can discuss and all that stuff. I didn't bug Falcon about the pictures for the Hitboxes because they were relatively straightforward, but I might go and do them sometime if enough people ask.
Also, there won't be any pictures of the hitboxes and stuff, it's all relatively straightforward. If you can't figure something out, try it out against an uncontrolled human player or something until you get it.
A note on the attack descriptions/comments: If there are two separated paragraphs/sentences, the first one is the one Falcon gave and the second one is mine. A lot of times I will refer to "Falcon's above comment/statement/whatever", and that's what I mean.
Krystal Overview/Strategy:
Krystal is an all-around fighter. Her long-range moves, by no means, have kill potential-on their own. They're more used for setting up for her more powerful kill moves, such as her F-Smash, D-Smash, and B-Air. Her S-Special can out-prioritize or cancel most projectiles, and is easily the easiest way to begin an approach. Throw it either up or down, depending on whether or not your opponent uses short-hopped attacks more often than not (throw it down if they short-hop a lot because it will match their height), throwing it up is better for a ground approach, while either can be used for a Demon Sniper set up. However, for this you may need to jump or short-hop to achieve the right height of the shot and hit or distract your opponent properly. If your opponent takes the initiative and, after you use your S-Special, decides to approach, either keep them at bay with an U-special, d-tilt or jab-combo, or you can grab them and either throw them into a combo position or into the Staff, which should be returning by the time you throw your opponent. This is a good way to rack up damage.
Now, in the event that you catch them with the Demon Sniper, your options are thus:
1. If they are between 0% and 30% damage and a small distance away (1/3 the length of Final Destination or less), you should follow up with a Dash Attack or, if they are very close when hit, possibly a D-Smash. DO NOT USE YOUR F-SMASH AT THIS PERCENTAGE. It will not be able to kill and will likely miss entirely, leaving yourself open to punishment in the cooldown.
2. If they are between 30% and 60% damage, your attacking range is increased greatly. On the higher end of the scale, you can travel about 1/2 the length of Final Destination and still hit your opponent with a Dash Attack or Short-Hopped N- or F-Air. If you are 1/3 the length or less, follow up with a charged D-Smash or short-hopped B-Air (short-hopped D-Air is an option as well, but it is slightly more risky due to the higher landing lag and smaller sweetspot). Another option, albeit the most risky, is hitting with an F-Smash, but unless they're at 60% and you get a chance to charge some, it likely won't kill anyone but Jigglypuff.
3. If they are between 60% and 80%, you can reach them from a pretty good distance and still get a Dash Attack in (with some added kill potential). If you're close, go ahead and charge up a D-Smash or F-Smash and murder them.
4. If they are above 80% damage... they're pretty much screwed. You can charge an F-Smash with that much stun-time, and at that percent, they WILL die.
5. At any percentage, although it works better at the high end of the scale, with very careful timing, you can perform the Demonic Chain Stun Lock. This requires you to hit your opponent with a Demon Sniper shot just as they leave the hitstun of the previous shot. This is difficult, because the opponent is stunned for a different amount of time after each subsequent attack. Putting Short-Hops forward or backward in between the shots can help time properly and allow yourself to get the right distance.
6. You can, of course, simply go into a combo or something from this attack. D-tilt -> D-tilt -> Jab Combo is quick, reliable, and does something like 20%.
7. Other viable follow-up options include short-hopped N-air, f-tilt, and U-special, but I don't use these much.
Ground game overview:
Krystal's ground game should include lots of d-tilts, d-smashes, u-smashes, and grabbing. Oh yes, LOTS of grabbing. While on the ground, you want to keep your opponent at bay until you can hit them with a Demon Sniper shot or get them to fall off the stage. You likely have superior range to your opponent on the ground thanks to your staff-based jab combo, f-tilt, and dash attack, as well as the nice disjointed hitbox. Abuse this.
Air game overview:
B-AIR FOR THE WIN. This is Krystal's best attack overall. It's the Knee of Justice in reverse: the Arse of Awesome. It has great kill potential, and if using it to edge-guard, you finish facing the stage. Short-hopping this move is low-risk due to the shield-stun it causes, so if your opponent shields, they will be pushed back a ways and won't be able to put away their shield until you can move again.
Other than her B-air, short-hopped N-air and F-air are useful too. Well, heck, I'll say it: Lots and lots of Short-hopped aerials. What do I care if her short hop is the highest in the game if my n-air surrounds me in a hitbox? You can also manipulate the movement of your S-special's return trip by moving around in the air. By throwing it behind you and up, moving in from above, and landing, your staff can fly right over you and disrupt your opponent while you can do whatever the heck you want.
Other miscellaneous strategy:
ALWAYS be in another animation when your staff returns to you. Otherwise you will waste a few frames and, while on the ground, be unable to move for these frames. Even short-hopping or performing a jab will ignore the animation.
Below are some numbers for Krystal's stats taken directly from the game. A rating out of five stars is also included.
Stats:
Weight: 0.205 (**)
Gravity: 0.27 (****)
Jumps: 3
Run start speed: 2.7 (***)
Run max speed: 3.7 (****)
Run accelereation: 0.09 (****)
Jump speed: 7.4 (*****)
Midair jump speed: 7.25 (*****)
Short hop speed: 3.5 (*****) Krystal has the highest short hop in the game!
Air max horizontal speed: 1.85 (*)
Air horizontal acceleration: 0.21 (***)
Max falling speed: 3.4 (not fast-falling) (***)
Smash Power Gain Coefficient: 1.1 (1 is normal)
Special Fall Landing Time: 16 frames
FRAME DATA:
Misc:
Edge Attack
Hits: 9-13 (really fast for an edge attack!)
Damage: 7
Hitlag: 7
Animation end: 35
Use: Well, it's an edge attack. Personally, I never use them since there are much better options (like a B-Air completely out of the blue).
Edge Roll
Invincible: 0-37
Moves: 18 - 37
Animation ends: 45
Edge Jump
Invincible: 0-31
Jumps: 18
Animation ends: 43
Normal Moves:
The Jab-Combo:
Jab 1
Hits: 5-8
Damage: 4
Hitlag: 6
Animation end: 21
Jab 2
Hits: 5-8
Damage: 6
Hitlag: 6
Interrupt: 24 (making this move quite safe)
Animation end: 27
A good one-two punch sort of combo. It can be useful for a quick 10 percent on your opponent and has relatively good knockback. You can also just use the first hit to mess with people.
Forward Tilt
Hits: 15-17
Damage: 12
Hitlag: 7
Moves forward: 0-13
Animation end: 44
Not bad for an F-tilt, but there are certainly better options. It moves you forward slightly as well.
Up Tilt
Hits: 9-12
Damage: 9
Hitlag: 7
Animation end: 35
Up Tilt has two hitboxes. One is centered on the staff, and the other is smaller and positioned near the end of the staff. They both do identical knockback and damage, but the far-reaching one hits the opponent away, and the closer one hits the opponent towards Krystal.
Not one of her best moves, it doesn't provide a whole lot of damage and knockback.
Down Tilt
Hits: 5-7
Damage: 5
Hitlag: 4
Animation end/interrupt (into Down Tilt only): 17
It's easy to combo from this move unless your opponent uses DI. DI is pretty powerful for this move.
Like Falcon's comment above, this is great for comboing into itself. It can also be comboed into the jab-combo or, if you act fast enough, you can pull off a d-tilt d-tilt short hopped n-air combo which can be useful.
Forward Smash
Charging frame: 14 (you pause when charging on this frame)
Hits: 21-25/21-23 (it hits 7 frames after charging ends)
Damage: 17/16
Properties: Armor Break/none
Hitlag: 10/9
Animation end: 49
This attack has two hitboxes. The first one causes Armor Break and does more damage and knockback than the second, larger one.
This is a pretty powerful attack by Krystal's standards, and probably has one of the best KO potentials when pulled off right. The most viable option for using this (and usually the best, since it provides low risk and high reward) is using the Demon Sniper beforehand to stun your opponents. This is an especially deadly combo as the Demon Sniper's stun time is based off of damage, and the higher your opponent's damage, the longer they're stunned for (and the longer you can charge the f-smash).
Up Smash
Charging frame: 6
Hits: 12-14, 15-17, 18-20, 21-23, 25-27
Damage: 2, 2, 2, 2, 6
Hitlag: 3, 3, 3, 3, 5
Interrupt: 42
Animation end: 44
This attack has four hitboxes on each hit, all of which pull the opponent towards the top-center part of the spinning staff.
This attack can be pretty useful, but I personally only use it to hit people recovering above the stage when they can't do anything. It doesn't have the best KO potential.
Down Smash
Hits: 11-13, 18-20
Charging frame: 6
Damage: 14, 14
Hitlag: 3, 3 (!)
Animation end: 39
This attack is pretty safe in 0.6. Shield stun has been nerfed a bit, so it will be less safe, but still safer than most attacks, in the releases to come. Good knockback at a low angle.
This is an amazing attack. If your opponent is stunned but you don't have time for an f-smash, THIS is what you use instead. It hits both sides of her as well.
Dash Attack
Hits: 18-20
Damage: 11
Hitlag: 6
Animation end: 38
This attack has no invincibility, but its hitbox has huge priority.
It's a pretty good dash attack, and is very usable. The fact that Krystal moves forward to attack then back to end is good, since it makes her harder to hit. It also stops her forward movement (the attack ends where it started). This can also be used with the Demon Sniper if you have VERY little time, since if you end up missing you're still a good distance away from your opponent.
Nair
Hits: 8-26
Damage: 11-5
Hitlag: 8-5
Animation end: 44
Landing time: 11
Autocancel frame: 30
Autocancel landing time: 8
The autocancel stuff doesn't work in pre-0.6 due to a typo.
This attack has great damage, range, and speed. Its knockback is solid at best, and its landing time is not terrible.
Short-hopping this attack is great. It comes out pretty fast and pretty much covers her body in a hitbox, not to mention she can still move around in the process. It's a good "keep off me" attack, and can be comboed into with two d-tilts.
Fair
Hits: 6-16
Damage: 9 - 6
Hitlag: 7-5
Interrupt: 30
Animation end: 34
Landing time: 12
Autocancel frame: 25
Autocancel landing time: 9
Not bad as an f-air, but not nearly as helpful, damaging, or deadly as her b-air and d-air. Only really useful if your opponent is directly in front of you while in the air, since then it's pretty much your only attacking option.
Bair
Hits: 11-19
Damage: 14-5
Hitlag: 11-7
Animation end: 37
Landing time: 14
Landing time is kinda bad, but if your opponent shields this when Krystal is low to the ground, it's still pretty safe. Great knockback on this.
Don't take Falcon's above comment like a bad thing for this attack: it's pros WAY outweigh its cons. This is definitely Krystal's best aerial, and one of her best moves in general. Short-hopping this attack can be very effective, because it's relatively safe due to it's shield-stun. It has two types of hits from what I've seen; it works a lot like C. Falcon's Knee. If you don't hit dead on, it does very little knockback, has a small electrical effect and does about 5 damage. If you sweetspot it, it essentially turns into Krystal's version of the Knee of Justice. Large amount of knockback and hitstun, very useful as a KO move. This is definitely my favorite move.
If I got to nickname it, it would definitely be the Arse of Awesome.
Uair
Hits: 8-15
Damage: 12-11
Hitlag: 8-6
Animation end: 33
Landing time: 12
A pretty usable u-air. It has some kill potential if sweetspotted, but little otherwise. U-Special is a better KO option while close to the upper death boundary, and fast-falling afterwards can protect you from being punished in most cases.
Dair
Hits: 10-33
Damage: 17 - 13/21 - 13 if fast-falling
Hitlag: 10-8/12-8 if fast-falling
Animation end: 53
Landing time: 21/13 if 34 frames have passed
This move can strike multiple times, usually up to three. The damage benefit of fast-falling is greatest during the first part of the attack.
Oh man, does this attack hurt. This is like Link/Young Link's d-air without the meteor smash/spike part. It has pretty good KO potential even while on the stage, and at higher percentages, you don't have to worry about the landing lag due to the knockback. Make sure to sweetspot it.
Grab
Hits: 6-11
Animation end: 28
A very usable grab. Short range.
Fthrow
Hits: 10, 11
Damage: 3, 5 (8)
Hitlag: 7, 1
Animation end: 30
Personally, I never really use this, but that doesn't mean it's bad.
Bthrow
Hits: 23-25
Damage: 9
Hitlag: 11
Animation end: 38
I use this all the time. You can combo a b-throw into a b-throw at lower percentages, which pretty much turns into a chain grab after a while.
Uthrow
Hits: 9-11
Damage: 9
Hitlag: 9
Animation end: 29
Not bad, but not all that good from what I've done with it.
Dthrow
Hits: 14-16, 22-24, 30-32, 38-40, 42
Damage: 1, 1, 1, 1, 5
Hitlag: 1 each
Animation end: 58
This throw does a decent grab-reset trick. Of course, there are no "true" chain grabs as of 0.6 since flinching/airborne opponents cannot be grabbed.
This is pretty usable, but I really only use the B-throw if I use a throw.
Taunt
Interrupt: 75
Animation end: 80
Note: Two different audio clips.
Special Moves:
B: Blaster
Hits: 12-50
Damage: 4
Hitlag: 5
Animation end: 41
This is a pretty worthless attack, in my opinion. I almost never use this because it's about as slow as the Demon Sniper, and the Demon Sniper does everything this attack does much better. That, and the fact that the few times I do use it happen to be when my Final Smash bar is full.
Side B: Staff Boomerang
Hits: 15-?
Damage: 8
Hitlag: 3
Animation end: 40
Oh my Arceus, this attack is great. This is probably one of Krystal's most useful attacks. The angle can be changed much like Jigglypuff's Rising Pound, but it can also be controlled (like the name implies) by changing your position, as it will attempt to return to you after it finishes it's trip. It has huge priority over projectiles, and there are only a few that it doesn't flat out out-prioritize (Young Link's d-special, to name one). What it doesn't out-prioritize, it cancels. It's great for tricking a person into being hit with the Demon Sniper, because their first reaction will usually be to shield it then move in (since it can only hit once). If you ever find yourself about to be grabbed, make sure the staff is out and about because it can hit a person from behind and save you some damage. Also, make sure that it returns to you while you're doing another animation, because otherwise you go into a catching animation which takes about 5 frames that could be much better used. I could say a lot more about this, but I won't since I'm starting to ramble.
Up B: Flash Vixen
Invincible: 10-17
Hits: 10-24
Damage: 14-11
Hitlag: 9-8
Animation end: 42
This move is best suited for hitting enemies out of the air, since the invincibility starts when Krystal leaves the ground. It can combo from Down Tilt at 100%+.
As I said before, this attack is great as a "get offa me!" attack, and also has some good KO potential at high percents and altitudes if you hit in the first couple frames. One interesting technique I've developed is using this right off the ground, fast falling, then using it again. This provides a relatively low-risk combo that can build up damage and keep your opponent off of you. If there wasn't already a tech/combo/whatever called the Foxtrot, I would give it that name.
Down B: Demon Sniper Shot
Hits: 24-78
Damage: 8
Hitlag: 5
Properties: Stun
Animation end: 56
The stun caused by this attack is scaled with damage but will not stack. Hitting with the move twice in a row frees the opponent from stun.
A comment on the above before I start rambling: The N-Special (blaster) will also cancel the stun from this if used (which is another reason I don't use it).
This move was much better (Lol, more like broken) back in v0.5 when the stun stacked to the point where a final smash couldn't move a target with over 1000 damage without them freezing from the hitstun a few times first. But, that's been removed, and I digress.
In v0.6, this move is still pretty darn good because of the damage-based stun. This is exceptional when comboed with one of her KO moves (Let's review: F-Smash, D-Smash, B-Air, D-air). It's also the BEST way to get her Final Smash to hit, since it entirely stops your opponent's movement. Also, with some practice, you can pseudo-stack the stun by having the next shot hit right after the opponent escapes the stun of the previous attack, but this takes some extreme timing because they're stunned for a different amount of time each subsequent hit, and they also get further away from you.
Final Smash: Krazoa Sword
Hits: 4, 28-? (projectiles)
Damage: 6, 15 for each sword
First hit has Armor Break and Stun
Hitlag: 7, 9 for each sword
Animation end: 75
If it hits with the first hit, the timer jumps to 90:
Hits: 128, 142, 156, 170, 209
Damage: 8, 8, 8, 8, 15
Hitlag: 9, 9, 9, 9, 40
Animation end: 288
This is a good FS, but there are a few problems with it:
It's trapping, and we all know what this means. You have to hit your opponent dead on with it for it to activate properly, and you have to be very close to your opponent.
In v0.5, this FS did a maximum of 120% with insane knockback and could kill from about 10% up if used perfectly, but back then each individual sword had to hit dead on. It got SERIOUSLY nerfed in v0.6 (now does 53% with medium KO potential), but it's now trapping instead of luck and skill (and the demon sniper XP). Only use it if your opponent is above 60% (heavy weights need to be even higher than this, usually around 70%), since that's when it pretty much becomes an insta-kill. Otherwise, it's just a flashy waste of 53% without the kill added on.
A few combos to practice:
S-Special (Aimed down OR up) -> D-Special. This is great for keeping people at a distance because you've got two projectiles out at once at different heights. Also, the S-Special can distract an opponent so the D-Special hits.
A variation on the above:
S-Special (Up or down) -> D-Special -> B-Throw and repeat. This is for when you're fighting an opponent who's good at dodging projectiles and approaching, because they'll be too distracted dodging the projectiles that they'll fall right into your grab.
D-tilt -> D-tilt -> S-Tilt/Short Hopped N-air/No Charge U-smash/Jab Combo. Just a basic combo.
D-Special -> F-Smash/Dash Attack/D-Smash/Short Hopped B-air/Short Hopped N-air/Final Smash. Demon Sniper is the best way to start a combo up, and it's the best way to set up for a finisher. All of the mentioned moves have good KO potential and can be used in different situations against different opponents.
Most Basic of Basic Strategies (will be more in depth at some point in the future).
Because of her great S- and D-specials, Krystal can rack up some serious damage from a safe distance. Her S-Special is usually the attack I use most for setting anything up. It's also good for disrupting opponents' attacks. Her kill moves (in order of potential) are F-Smash, D-Smash, B-air, D-air, N-air. Her B-air is probably her best close-up move because of it's power, speed, and usability. Short-Hopping this move is a great option when there's not time for a tilt or smash attack. It's also a great edge guarding move since you finish facing the stage.
So yeah. Overall, Krystal is one of the best characters. If there was a tier list, she'd undoubtedly be up near the top of High tier (I'm pretty sure Falcon put her up there too).
Now you can discuss and all that stuff. I didn't bug Falcon about the pictures for the Hitboxes because they were relatively straightforward, but I might go and do them sometime if enough people ask.