Note: This was originally intended to be part of the guide at (http://www.herofighter-empire.com/forum/...?tid=216), but I couldn't fit all of the info on one post. So I had to make a second thread >.<. This thread is more character-specific, while the other thread is more of a general guide.
Key for combo's later on: The first digit states the combo number.
The second digit can be '1' or '2'. '1' is if the combo is used when the enemy is not blocking, '2' if it is.
The third digit is the character involved.
1 is Lucas, 2 is Drew, 3 is Shawn, 4 is Jenny, and 5 is Gordon.
The fourth digit is the damage of that combo.
So 3.2.5.3 would refer to the third combo of gordon that invloves the enemy blocking, and this combo deals 3 damage when the enemy is blocking.
A: Attack key
D: Defend/Block/Guard key
Up: Up Key
->: Right key
<-: Left Key
Lucas is a pretty decent all round fighter. However, it's important to keep in mind that playing Lucas requires a fine Balance between attacking and defending. He does excel in terms of damage over time (DOT) compared to other characters, but he lacks a high damage-dealing attack. He's a good character for a new player to master.
Pros/Cons of Lucas
Pros:
-Fast rate of attack
-Easy to aim breaker skill
-Performs well on a horse
-A good all-rounder character
Cons:
-Lacks a KO skill that can finish off an enemy
-Limited by having only two skills
-Short range with his sword
Damage numbers
Blocked (1) hit: 3
Blocked (2) hit: 6
Blocked (3) hit: 9
Blocked (4) hit: 14
Blocked (5) hit: 59
Normal (1) hit: 30
Normal (2) hit: 60
Normal (3) hit: 90
Normal (4) hit: 135
LHOA: 45
Aerial Sword: 45
Blocked Aerial sword: 4
Air blade: 30
Blocked Air blade: 3
Aerial Air blade: 30
Blocked Aerial Air blade: 3
Uppercut: 60
Blocked Uppercut: 6
Uppercut, 1 hit: 110
3 hits, Uppercut: 150
Skills:
Air Blade
Air Blade is a skill with a range of about 8 players, side by side. This allows for rapid spamming of the skill in a 1v1 fight, because the opponent would get hit by at least two Air Blades. It can be casted 5 times at 100% MP, but you would rarely use it that many times in a 1v1 fight, simply because the AI would dodge following hits from Air Blade. Nevertheless, it is useful to take off a bit of HP from the AI, as spamming it generally ensures that the AI get's hit at least once.
Damage
Ground Air Blade: (30/3)
Aerial Air Blade: (30/3)
Uppercut
Uppercut is Lucas's breaker skill, and it makes Lucas go up in the air. It can hit about three people if they are closely packed in front of Lucas, but it usually hits only one person. I find that Uppercut is useful in place of blocking effectively, i.e: Using Uppercut when your opponent has attacked you twice will not cancel out Uppercut. Other than that, Uppercut is generally used for breaking the opponent's guard, before landing several hits.
Damage
Uppercut: (60/6)
Combos:
If enemy is not blocking...
1.1.1.150: Three normal attacks followed by an uppercut to maximise damage. Stagger will be broken after the uppercut.
A, A, A, Uppercut (D UP A)
2.1.1.120: Uppercut followed by two aerial air blades. You will find that the AI likes to use this fairly often.
D UP A, J D -> A, J D -> A
3.1.1.210: Combining the above two combos, this combo is tricky to execute, but deals a nice amount of damage. Three normal attacks followed by an uppercut, and two aerial air blades.
A, A, A, D UP A, J D -> A, J D-> A
4.1.1.80: [Front Version]A delayed second hit after the first hit, this one can be used as a combo starter, by adding Air Blade to finish it off.
->, ->, J, A, A
5.1.1.80: [Cross-Strike Version]Essentially the same as combo 4.1.1.80, but this combo can be added on with a Uppercut at the end if you want.
->, ->, J <- A (Cross-strike), <-, <-, J, A
6.1.1.195: Possibly the most damaging combo, this one takes advantage of Lucas's fast attack speed to deal several swift blows to the opponent. Tricky to execute, but well worth the effort.
->, ->, J <- A (Cross-Strike), J <- A, A, D <- A (Air Blade), D UP A (Uppercut)
7.1.1.150: A Cross Strike followed by two quick hits, and a sweet Uppercut to finish it off.
->, ->, J <- A (Cross-Strike), J <- A, <-, <-, A, D UP A (Uppercut)
If enemy is blocking...
1.2.1.156: Uppercut followed by three normal attacks, then followed up by another uppercut. Essentially adding an uppercut to the combo 1.1.1.150. Risky as it leaves you with no MP after the attack.
D UP A, A, A, A, D UP A
2.2.1.255: Uppercut followed by two normal attacks, and two air blades.
D UP A, A, A, D -> A, D -> A
3.2.1.141: Uppercut followed by a full attack sequence of 4 hits with the sword. Replaces the last hit of combo 1.2.1.156 with a normal attack instead of an uppercut.
D UP A, A, A, A, A
Lucas's fighting style in...
...small battles/1v1
Use Uppercut to break defences, and Air Blade to add on to combo's. One thing to make sure of, is that Lucas may find himself lacking MP in small battles. However, the good thing about Lucas is that he can use his SP (White bar) to chain together attacks. It's a good idea to keep about half SP for escaping purposes, but half of the SP can deal the same amount of damage as MP when the player uses the SP to move around the map quickly.
...large battles
Mantaining a constant attack is good, as it not only cancels out weaker attacks, but it also deals damage at the same time. Air Blade more useful in this case, as there are more targets for it to hit. Don't discount the ability of Uppercut to break defences though; Air Blade may cut through the ranks of soldiers, but it is Uppercut that breaks the block of the enemy hero, and allows you to land hits on him. It's also a good idea to look for a horse if there are any, as Lucas is pretty decent on a horse.
How Lucas performs on a horse and with giant objects
As mentioned above, Lucas is quite good on a horse as his Air Blade can be used to open up a path in front of him, or hit an enemy behind him. He is average with giant objects though.
Defeating other AI characters with Lucas
Drew: Watch out for the AI's Shoulder Charge, it often comes before the AI grabs and combo's you. Uppercut if he does Mach Punch to cancel it out, while Air Blade can be used to counter a grab run by him. His attacks come fast, but efficient blocking will bring an easy win.
Shawn: Close the distance between him and you rapidly, and hack away at him. Uppercut isn't too useful as you'll be chasing after him most of the time, and dodging his Phoenix Shots/Arrow Rain/Spread Shot. Air Blade, however, is good for countering an arrow or two from him.
Jenny: Energy Drill can be dodged fairly easily, but make sure that Uppercut is used against WhirlWind Shield. This is because Air Blade is pretty uesless against Jenny when she does a WhirlWind Shield run forward. Get in close to slash with your sword, and you should be fine.
Gordon: Gordon's Power Blow is the attack to avoid for Lucas, as Air Blade can't counter that breaker skill. Uppercut can, however, counter Crush Strike, so it should be used whenever Gordon uses Crush Strike. As soon as Gordon does one swing with his axe, move in close, and land your hits. This is because the delay between Gordon's first and second swing is sufficient time for Lucas to move in and land two quick blows to cancel out the second swing, and put Gordon in Stagger Stage 2.
Technique ability of Lucas
GH: Good, Lucas has a pretty fast attack speed, which increases the effectiveness of Ghost Hit.
CS: Poor, as Lucas has a short range with his sword.
FS: Average, as Lucas has a short range with his sword, but his attack speed somewhat compensates for that.
Playing Drew requires proper Timing in order to maximise his capabilities, as he has several skills which have the potential to deal high damage on an opponent. By timing these skills to perfection, Drew is a superb damage dealer.
Pros/Cons of Drew
Pros:
-Fast rate of attack, on par with Lucas
-Nice selection of skills to choose from
-High damage dealer when the skills are chained together in combos
-Can play with giant objects
Cons:
-Short range with his kick/punch
-Won't benefit much on a horse as other characters
-No ranged attack to deal with archers
Shoulder Charge
I find that the AI likes to use this skill excessively, mainly as a combo breaker when I'm about to grab him. It's a decent skill to be fair, but I have limited use for it in a 1v1 fight. It's more suited for large fights, where one ram can plow through many soldiers at once.
Nevertheless, a short charge is good for dealing with an oncoming grab, or simply to get past another ram in the opposite direction. I like the punch at the end, as it's easy to start a combo with that punch.
Damage
Shoulder Charge without punch: (45/4)
Shoulder Charge with punch: (90/8)
Mach Punch
Drew's breaker skill, this is one heck of a skill. It has a range of about 6 players side by side (as Drew slides forward when he does it), and takes off about a tenth of a character's HP. It's the easiest breaker skill to aim in my opinion, and it's extremely versitile too, as it can be used to start or end of combo. However, a player should not overly rely on this skill.
Damage
Mach Punch: (80/8)
Grab
This skill is one of my favourite skills, simply because it is a common portion of my combo's. Being fairly cheap to use, failure of one attempt allows for more tries at grabbing the opponent. Also, Drew can just grab any soldier just by running into that soldier, which makes for good defensive barrier when the soldier is sent flying.
Damage
Grab: (0/0)
Backbreaker
This skill is the first of three options when an opponent is grabbed. I seldom use this skill in a 1v1 fight, due to it's low damage. It does have limited use against soldiers though, as a small defensive barrier around Drew, but grabbing a rock and swinging it would have the same effect. Not a very useful skill in my opinion.
Damage
Backbreaker: (30/3)
WhirlWind Swing
Not to be confused with Jenny's WhirlWind Shield or Drew's WhirlWind Spin, this essentially swings the grabbed person around Drew, with a range of about 3 to 4 players, before tossing the player away. I use this more frequently in large fights with soldiers, as it makes for a good defensive shield around Drew when soldiers are everywhere. However, in 1v1 fights, I wouldn't like to throw away the opponent that I just grabbed; so I don't really use this skill much.
Damage
WhirlWind Swing: (30/3)
Hurricane Spin
Drew's K.O skill, this is probably the best option for 1v1 fights when you've grabbed your opponent. It does a staggering amount of damage, and it clears a small area around Drew when he crashes down. However, the MP cost of it is quite high, and thus in large battles, this skill should be saved for the Hero or Calvary units.
Damage
Hurricane Spin: (80/80) (Can't be blocked)
3 hits and Hurricane Spin: (125/125) (Can't be blocked)
3 hits, WhirlWind Swing, Hurricane Spin and Kick: (170/170)
Hurricane Spin on Horse
This skill essentially does the same as Drew's normal Hurricane Spin, but it unhorses Drew in the process. It has limited effectiveness in 1v1 fights, as I always 1v1 the AI without any giant objects or horses, and in any case, using it would be the same as getting off your horse and doing the normal Hurricane Spin. Despite this, this skill is useful in large battles as it allows for quick damage to be dealt to the enemy Hero, while avoiding the masses of soldiers along the way.
Damage
Hurricane Spin on Horse: (80/80) (Can't be blocked)
3 hits and Hurricane Spin: (125/125) (Can't be blocked)
3 hits, WhirlWind Swing, Hurricane Spin and Kick: (170/170)
WhirlWind Swing on Horse
More of a defensive barrier than anything else, this skill is good for clearing a small path along the way. One problem that players may face using this skill in large battles, is that it is difficult to grab your intended target, and you may end up grabbing some hapless soldier instead. It has limited usefulness in 1v1 though.
Damage
WhirlWind Swing on Horse: (30/3)
Combos:
If enemy is not blocking...
1.1.2.245 Normal Hurricane Spin combo, 4 attacks followed by Grab, Hurricane Spin and a kick.
A, A, A, A, -> <- -> A, UP DOWN <- -> A, A
2.1.2.125 Shoulder Ram followed by grab and hurricane spin.
D -> J, -> <- -> A, UP DOWN <- -> A
3.1.2.200 Three normal attacks, followed by the uppercut combo. Repeat until you drop the guy on the floor. The maximum I've ever combo'd with this is up to two uppercut combos against the AI, which is 200 dmg.
A, A, A, -> -> A, -> -> A, etc
4.1.2.210 Three hits, followed by grab, another 4 hits, and 3 hits after that, for a total of 10 hits.
A, A, A, -> <- -> A, A, A, A, A, A, A, A
5.1.2.200 Three normal attacks, followed by a grab, backbreaker, and mach punch.
A, A, A, -> <- -> A, J, D -> A
If enemy is blocking...
1.2.2.178 Mach Punch followed by 3 normal attacks, then Hurricane Spin.
D -> A, A, A, A, -> <- -> A, UP DOWN <- -> A
2.2.2.83 Mach Punch followed by Shoulder Ram, and Backbreaker.
D -> A, D -> J, -> <- -> A, J
Drew's fighting style in...
...small battles/1v1
An excellent close-quarters fighter, I recommand using Drew's fast attack speed to the fullest. Mach Punch is good for breaking down defences, but in the time it takes to cast, Drew can land around 4 hits on the enemy. Thus, fighting with Drew in 1v1's generally has two different attack styles: Effective blocking with Drew's fast rate of attack, and using his skills to combine for a sweet combo.
...large battles
Drew needs to watch out for masses of soldiers coming, as his Mach Punch leaves him open to attacks while it is being casted. WhirlWind Swing and Hurricane Spin are also good skills in large battles, as the former is a defensive shield around Drew, while the latter deals good damage, as well as providing a small perimeter shield around Drew.
How Drew performs on a horse and with giant objects
Drew is the character that has the most fun with giant objects, as they are a free defensive shield for him simply by swinging them around. Each time an opponent is hit by a swing, he takes 30 damage. Ramming and swinging is also a good tactic in large battles, while using the Tree Trunk to smash down is a good move to use against the AI heros. On a horse though, Drew is fairly poor compared to other characters, due to his lack of ranged skills, and his short range with his kicks/punches.
Defeating other AI characters with Drew
Lucas: Stay out of range of his Air Blade, it cuts down your HP real quick. Uppercut can't really be dodged, since it casts extremely fast compared to the slightly slower Mach Punch. However, grab works well against Lucas, as well as your normal punches. Land them quick, and you've got yourself a free combo waiting.
Shawn: Shoulder Ram can be used to get up close to him quickly, as Drew's ramming speed is much faster than the running speed of a character. Keep your guard up though, and have some MP ready to grab and combo Shawn. Mach Punch won't work too well here, since it has a long casting time, and Shawn can jump away before your punch hits.
Jenny: Mach Punch is an excellent counter to Jenny's WhirlWind Shield, as it opens her defence and is bascially a combo starter. Shoulder Ram shouldn't be used too often, as both of her skills can deal with it easily enough.
Gordon: Stay out of range of his Crush Strike, and you should be fine, as it's harder to dodge Crush Strike compared to Power Blow. Using Drew's attack speed to his advantage, you can swoop in and punch him up, before he does a skill. Overall, not really much of a challange.
-[HARD]-Gordon: Having a slow attack speed puts Gordon at a significant disadvantage against Drew, so I recommend using Power Bash. Either Power Blow or Crush Strike is good against any guard he does, but Power Bash should be the main attack used.
Technique ability of Drew
GH: Good, as his fast attack speed makes Ghost Hit pretty effective.
CS: Poor, as the short range of his kick pales in comparism to Jenny, Gordon or Shawn.
FS: Average, fast attack speed makes up for the short range of his kick.
Playing Shawn requires Precision, as his arrows are his best method of attack. Without aiming at the opponent, a Shawn player will have trouble playing Shawn effectively, but the opposite is also true if the player aims. Thus, when the arrows fly to their intended destination, Shawn is an enjoyable technical character.
Pros/Cons of Shawn
Pros:
-Longest range of any character in HF with his arrows
-Good supporting character in large battles
-Phoenix Arrow is an extremely strong breaker skill
-Able to immobilize the opponent in a 1v1 fight with arrows
Cons:
-The arrows HAVE to be aimed, which is something many new players fail to do
-Horrible in close quarter fights
-Arrow Rain has limited usefulness for it's rather high MP cost.
Spread Shot
Coming from Henry in Little Fighter 2, this skill shoots out five arrows that spread out from Shawn, hence the name. The large range of it, and the fairly low MP cost, means that it's an excellent skill to use in large battles to support the frontline. However, its use in 1v1 fights is mainly as the end of a combo, to place some arrows in the opponent.
Damage
Spread Shot (1 arrow hits): (25/2)
Spread Shot (3 arrows hit, possible if the enemy is right in front of Shawn): (75/6)
Spread Shot on Horse
The same as Spread Shot on the ground, just that this is on a horse. This is pretty useful for preparing for a charge into the big battle, i.e: Spread Shot while riding on the horse into the battle. Other than that, it's not as useful in 1v1 fights, as it's more difficult to aim the arrows from Spread Shot while on the horse.
Damage
Spread Shot (1 arrow hits): (25/2)
Spread Shot (3 arrows hit, possible if the enemy is really close to Shawn): (75/6)
Phoenix Shot
This is Shawn's breaker skill, and it's a powerful one. It goes through right through the opponent, and explodes on the sixth person after penetrating five people. This skill is more useful for large battles where Shawn's attack has to get through some soldiers before hitting the Hero, but in 1v1's, it's best used to end a combo, due to the knockdown effect of it. It's strength is such that, unlike other breaker skills which put the target into Stage 3 of stagger after the skill has been used, this deals an instant knockdown to the target.
Damage
Phoenix Arrow: (60/60) (Can't be blocked)
Phoenix Shot on Horse
Quite different from the non-horseback version. Instead of moving in a horizental line across the screen like the non-horseback, this one flies towards the ground at an angle, and explodes on contact with the ground. Due to this, it has a much shorter range compared to the non-horseback version, but it does good damage to the target, making it a decent alternative to be used in large battles when on a horse. In 1v1 though, the limited mobility of the horse decreases the effectiveness of the skill.
Damage
Phoenix Shot on Horse: (80/80) (Can't be blocked)
Aerial Phoenix Shot
Being an aerial skill, this skill can be casted as a CS maneuver. While slightly difficult to execute on the move, it does more damage on the opponent in a 1v1 fight, compared to the ground version of Phoenix Shot. This skill also allows the player to jump above any attacks used by the AI while doing so. In large battles, whether to use this skill, the ground version of it, or the horseback version of it, is up to the player's discretion. Personally I prefer the penetrating power of the ground version, but some like the large area in which the Aerial Phoenix Shot hits, and others prefer the ability to make a quick escape on a horse after using the skill. Do note, however, that the damage listed below is if the target takes a direct hit from the arrow, as well as the secondary hit from the explosion of it. An opponent which does not take a direct hit (i.e, around the radius of the explosion) will NOT be knockdown'd if the opponent was blocking when the explosion took place, and would go into Stage 2/3 of Stagger.
Damage
Aerial Phoenix Shot: (80/80) (Can't be blocked)
Arrow Rain
Ah, the Wild Card of Shawn. This skill makes Shawn rapidly shoot roughly 12 arrows in three batches of four each into the sky. They hover for about 3~4 seconds in the air, before coming down. While they are hovering in the air, the direction in which they land can be controlled with the arrow keys, and the radius of the area they land in is roughly 3 players by 3 players. Why I call it a Wild Card, is because the damage it deals varies according to how many arrows hit the target. Each arrow deals 25 damage if the opponent is not defending, and 2 damage if the opponent was defending. Thus, it's possible (albeit EXTREMELY unlikely) to deal super damage if the opponent jumps directly over the player as the player has just started shooting the first batch of arrows. That's 12 arrows straight into the opponent, for a total of 300 damage. Most of the time, however, this skill is seldom used in 1v1 as the opponent rarely gets hit by more than three arrows. Combined with the rather long casting time, I can safely say I prefer to use either Phoenix Shot or Spread Shot against the AI. This skill does have it's merits in large battles though, as it has a high potential for damage to be dealt over a fairly large area.
Damage
Arrow Rain: (0~300/0~24)
Arrow Rain on Horse
Even harder to aim than the non-horse version of it, this skill is too random to be used effectively in any 1v1 situation, compared to alternatives. It's useful in large battles, however, as a hit-and-run tactic, i.e. shoot and ride away.
Damage
Arrow Rain: (0~300/0~24)
Combos:
If the enemy is not blocking...
1.1.3.135 Three normal attacks followed by a ground Phoenix Arrow.
A, A, A, D -> A
2.1.3.100 Two normal attacks followed by Spread Shot.
A, A, DOWN -> UP A, DOWN -> UP A
If the enemy is blocking...
1.2.3.91 Aerial Phoenix Shot followed by three normal attacks, then ground Phoenix Shot.
J D -> A, A, A, D -> A
2.2.3.111 Aerial phoenix shot followed by two spread shots, ending with a melee hit and 4 normal attacks.
J D -> A, Down -> UP A, Down -> UP A, -> -> A, A, A, A, A
Shawn's fighting style in...
...small battles/1v1
To play Shawn effectively in 1v1 situations/small battles, as mentioned in the introduction, one needs to aim. Online, I've seen players use Shawn as an arrow spammer, by simply using Spread Shot or Arrow Rain over and over again. This is one of the worst ways to play Shawn in a 1v1, because his arrows are strong only if they hit, and one arrow from Spread Shot hitting, isn't a lot of damage. Once a player aims his arrows, it's quite easy for the player to survive and deal damage to his opponent, since Shawn is the only character with a long range. Keeping a large distance between Shawn and the enemy is the key to survival, and the aiming of arrows is the basic method to win the battle. One thing about Shawn that is stands out, is that he can use Cross Strike to immobilize an opponent in a quick move.
...large battles
Naturally, Shawn's a supporting character as he pales in comparism compared to other characters in close combat. He supports pretty well if he stays behind the main battle, as he would be safe from the fight while still raining arrows on the enemy soldiers. Shawn has an advantage against the Calvary unit, as he is able to HeadShot them, and unhorse them in the process. What I mean by this is that, while other characters have to use breaker skills (with the exception of Lucas) to unhorse the Calvary unit, Shawn can unhorse one simply by doing an aerial shot (J, A). Thus, all 3 of Shawn's skills are good for supporting in large battles, either with Arrow Rain for concentrated damage on a small area/hit and run attacks, Phoenix Shot to penetrate the masses of soldiers, or Spread Shot for widespread damage.
How Shawn performs on a horse and with giant objects
Shawn does quite well on a horse if he is using skills, but being on a horse also decreases the speed at which Shawn can move vertically up and down, thus making it tougher to aim normal arrows. He's average with giant objects, and can't really do anything special with them.
Defeating other AI characters with Shawn
Lucas: Keep your distance from him and aim your arrows. Arrow Rain won't work here with its long casting time, EVEN if you got him in Stagger Stage 2, as he can recover from the stagger quickly and dodge the arrows coming down. Aerial Phoenix Shot is my favourite to use here, but you can also use ground Phoenix Shot. Spread Shot can be used fairly close to him to maximise damage at the end of a combo.
Drew: Just jump over him when he does Shoulder Charge, while Spread Shot will stop any incoming grabs quickly. Phoenix Shot can be used to counter Mach Punch, but for a majority of the time, you'll have to aim your arrows at him when he runs towards you.
Jenny: WhirlWind Shield is something you'll want to avoid as she runs forward, as your normal arrows aren't sufficient to stop that charge. Using Aerial Phoenix Shot to counter WhirlWind Shield is a better tactic compared to using Arrow Rain, but Spread Shot can also be used. Energy Drill is fairly easy to dodge.
Gordon: Well, I'll advise using Arrow Rain against him. The reason why Arrow Rain is good against Gordon and I don't recommend it against other characters, is because Arrow Rain's unpredictability and pretty long casting time makes it a worse skill compared to, say, Spread Shot or Phoenix Shot. But Gordon, despite being able to recover quickly like all other characters, can just as easily be put into stagger mode with a couple of quick arrows in between his first and second swing, thus making Arrow Rain more worth the MP cost and time spent. Crush Strike should be avoided at ALL costs, as Aerial Phoenix Shot is insufficient to counter Crush Strike due to the difference in their directions. In any case, normal arrows and Spread Shot, combined with dodging of Power Blow, should make for an easy win over him.
Technique ability of Shawn
GH: Poor, very poor indeed. As GH is good for characters that generally melee, and Shawn doesn't melee as well compared to other characters...it's hard to see how this technique can be used at all.
CS: Very good. Aerial Phoenix Shot can be used in a CS to hit the enemy, or the player could opt for two normal arrows to put the enemy into Stagger stage 2, hence starting another combo of attacks.
FS: Poor, as Shawn doesn't really need FS to test an oppoenent's defences from a distance, he can simply shoot an arrow. Furthermore, Shawn doesn't perform a melee attack when doing a long jump, he shoots an arrow, thus making FS useless for Shawn.
A Jenny player is able to make use of Jenny's skills and abilities to Counter attack the enemy, and in the process, dodge further attacks while at the same time doing considerable damage.
Pros/Cons of Jenny
Pros:
-Long range of melee attack with her spear/lance
-WhirlWind Shield is a powerful skill for Jenny
-Strong on a horse
Cons:
-Only two skills to choose from, and limited in this sense.
Damage numbers
Blocked (1) hit: 3
Blocked (2) hit: 6
Blocked (3) hit: 9
Blocked (4) hit: 28
Normal (1) hit: 30
Normal (2) hit: 60
Normal (3) hit: 90
Normal (4) hit: 150
Last hit of attack: 60
Energy Drill: 70
Blocked Energy Drill: 4
Aerial Energy Drill: 60
Blocked Aerial Energy Drill: 6
WWShield: 24
Blocked WWShield: 0
WWShield with LHOA: 92
Blocked WWSpin with LHOA: 5
Skills:
WhirlWind Spin
This skill is one that is extremely versatile, as it can be used when running forward, or defending against attacks. I generally use it to end a combo, or to recover from stagger. When Jenny is in Stagger Stage 2, she can cast this skill, with a short delay, which will land roughly 4~5 hits rapidly on the enemy, thus putting the enemy in Stagger for a combo starter. Other than the stagger method of counter attack, this skill can also be used for a GH.
Damage
WhirlWind Shield: (24/0)
Energy Drill
Jenny's breaker skill, this isn't the best breaker skill compared to others, due to its longer casting time. Nevertheless, it's a breaker skill that downs defences in one hit, and this skill is a crowd-clearer when in a large battle. Overall, a decent skill that can be used offensively, but rarely for defensive purposes.
Damage
Energy Drill: (70/4)
Aerial Energy Drill
The aerial version of Energy Drill, this one does slightly less damage, but is still able to break an opponent's defence, provided that the opponent takes a direct hit from it. I use it mostly for CS strikes, but it can also be used to counter attack by jumping above the enemy's attack, and using an attack of your own.
Damage
Aerial Energy Drill: (60/6)
Wind Blade
This skill is free, as it costs no MP to use. It's good for FS for Jenny, but should not be used when on the defensive, as it lacks power to properly defend against attacks. When used on an unguarded player, it does an instant knockdown, instead of putting the player into stagger.
Damage
Wind Blade: (15/1)
WhirlWind Spin on Horse
The horseback version of WhirlWind Shield is excellent for offensive purposes. This is because it enables the player to defend from attacks from the front, while horse rides through the battle. It does have some limitations though, but overall, it's a good tool for charging in large battles. In 1v1, it's hampered by the immobility of the horse, so I wouldn't recommend using it in 1v1's.
Damage
WhirlWind Spin on Horse: (24/0)
Energy Drill on Horse
Another great skill for Jenny on a horse, this does fufills its purpose to carve a path for Jenny to ride through. Harder to aim at a specific target makes the non-horse version of this skill more approtiate for small fights or 1v1s.
Damage
Energy Drill on Horse: (60/6)
Wind Blade on Horse
It's the last resort for charging into a battle, but the best tactic for defending your back. It's low damage and lack of defensive ability, makes using Energy Drill or WhirlWind Shield on a horse more attractive when riding a horse into battle. However, Energy Drill and WhirlWind Shield cannot be used to hit enemies behind Jenny, and in this case, Wind Blade is more suited for slashing at pesky soldiers located behind you, than a normal attack is.
Damage
Wind Blade on Horse: (15/1)
Combos:
If the enemy is not blocking...
1.1.4.182: Three normal attacks followed by WhirlWind Shield, and Wind Blade.
A, A, A, D -> J, A
2.1.4.132: WhirlWind Shield, followed by Energy Drill and Wind Blade.
D -> J, D -> A, -> -> A
If the enemy is blocking...
1.2.4.126 Energy drill followed by one normal attack, then WhirlWind Shield and Wind Blade.
D -> A, A, D -> J, A
Jenny's fighting style in...
...small battles/1v1.
Use her long reach of the spear, combined with long jump, to hit opponents. This may sound trival, but to do the same with Lucas or Drew is less effective, as they both have a shorter reach than Jenny. With a few jumps and slashes, a Jenny player can quickly take down an AI's defence without having to use any breaker skills. Aerial Energy Drill can also be used for CS, which is pretty helpful, but not essential. Don't make the mistake of over-relying on WhirlWind Shield though; the damage it does is low compared to Jenny's normal attacks.
...large battles.
Jenny has a slight advantage, as the 3rd hit of her attack combo allows her to hit people behind her. However, this hit is relatively weak, and certainly isn't something you should count on. WhirlWind Shield is good for keeping yourself protected for a short period of time, but for the most part, survival in a large battle will depend on how many soldiers you kill. Normal attacks are fine, as combined with Energy Drill for an extra kick and WhirlWind Shield for defensive purposes, Jenny can hold her own in the middle of a battle.
How Jenny performs on a horse and with giant objects
Jenny excels on a horse, given her long range of her spear/lance, and the fact that both of her skills can be used while on a horse. With giant objects, she's just average.
Defeating other AI characters with Jenny
Lucas: Using your long spear/lance to your advantage, quick slices are good for keeping his defence down. WhirlWind Shield can be used to defend against Air Blade, but Energy Drill won't be used very often against Lucas.
Drew: This is when you'll need Energy Drill, as the AI likes to use Shoulder Charge. A simple Energy Drill will stop the charge, and leave him in Stagger if he's not knockdown'd. I prefer to use WhirlWind Shield as a backup in the event that Drew breaks my defence, but it can also be used offensively. Dodging Drew's Mach Punch and grab runs are important for surviving his assualts.
Shawn: You'll be chasing him most of the time, so Energy Drill won't be too effective here. WhirlWind Shield can stop his arrows, but be sure to roll if he pops up with a Phoenix Shot. Take note: Shawn's Arrow Rain is capable of breaching Jenny's WhirlWind Shield, so it's generally not a good idea to risk using WhirlWind Shield when arrows are flying down.
Gordon: Energy Drill will be useful to stopping his Power Blow, but it HAS to be casted first. WhirlWind Shield can't stop most of Gordon's attacks, so a stragety of normal attacks, dodging and Energy Drill is fine.
Technique ability of Jenny
GH: Quite good, but having a slightly slower attack speed compared to Lucas or Drew prevents it from being used often.
CS: Very good, with her long range of her spear/lance and the fact that Aerial Energy Drill can be used, it's easy for new players to CS using Jenny, and experienced players may want to exhibit their skill with an Aerial Energy Drill CS.
FS: Very good, Jenny's long spear/lance means that she can hit the opponent earlier, and thus jump back faster, reducing the risk of a counterattack dealing heavy damage.
Playing Gordon requires one to be aggressive. Don't get me wrong; the blocking of attacks is still very important, if not even more so for Gordon. However, Gordon is not an easy character for new players to master, because of his playing style. Having two breaker skills means that blocking against Gordon is virtually useless, and this is why I recommend playing aggressively and striking the first blow. Due to his slow speed though, it means that a failed attack decreases his ability to defend himself, as the player can't just press Attack hoping that it'll cancel out the other players attack. It. won't. Thus, Gordon is a character more suited for experienced players.
Pros/Cons of Gordon
Pros:
-Higher damage dealt per hit with his 3-swing combo compared to other character's 4-hit combos.
-Has two breaker skills
-Power Blow is good for crowd control in large battles
-Power Bash is actually a decent skill
-Good potential for damage output
Cons:
-Slow attack speed puts him at a significant disadvantage in 1-on-1 situations against ANY character.
-Unable to counter fast hits at close range effectively.
-A train wreck if a player just randomly swings his axe and spams skills.
Damage numbers
Blocked (1) hit: 3
Blocked (2) hit: 6
Blocked (3) hit: 10
Normal (1) hit: 30
Normal (2) hit: 60
Normal (3) hit: 105
Last hit of combo: 45
Power Blow: 75
Blocked Power
Blow: 20
Aerial Power Strike: 45
Blocked Aerial Power Strike: 2
Crush Strike: 55
Blocked Crush Strike: 5
Power Bash: 45
Blocked Power Bash: 4
Skills
Power Bash
This is your most important skill in a 1v1 fight, and to some extent, in a large battle as well. This is because Power Bash costs no MP to use, and it weakens the AI's defence. To be precise though, it's not a breaker skill, but when used against a weakened defence, it can easily knockdown the opponent or put them in Stage 3 Stagger. The damage it does isn't anything special though, but when chained together, it adds up quickly.
Damage
Power Bash: (45/4)
Power Blow
A good breaker skill, this requires the AI to take at least two hits to have his defence broken. Having said that, it only moves in a straight direction, which could be rather difficult to aim in a 1v1 fight. It's an excellent skill for large battles though, as its range allows Gordon to send soldiers flying from a distance, thus reducing the risk of swarming occuring.
Damage
Power Blow: (75/20)
Crush Strike
A good looking skill, but one that isn't as useful as I thought it would be. To be fair, it's good for breaking the defences in a 1v1 fight, and it also excels at clearing a small space for Gordon in a large battle, e.g Crush Strike, then normal attacks. However, it's a tad tricky to aim without practice, and uses more MP than Power Blow, while also putting Gordon at risk of being swarmed in a large battle if not all of the soldiers were stunned. This skill, like any breaker skill, can take a certain amount of damage, before it is cancelled out, as seen in the following example, courtesty of ~{ 無雙 }~:
Even after being hit with an Aerial Phoenix Shot, Crush Strike was still used until Gordon reached the ground.
Damage
Crush Strike: (55/5)
Aerial Power Blow
The aerial version of Power Blow, it can be used as a counterattack if you've just been knockdown'd. Mostly similar to the ground version of Power Blow though.
Damage
Aerial Power Blow: (45/2)
Combos:
If the enemy is not blocking...
1.1.5.180 Three normal attacks followed by one crush strike.
A, A, A, D -> J
2.1.5.195 Aerial Power Blow followed by one Power Bash, then ground Power Blow.
J D -> A, -> -> A, D -> A
If the enemy is blocking...
1.2.5.125 Crush strike followed by three normal attacks, and then Power Blow.
D -> J, A, A, A, D -> A
2.2.5.125 Power Blow followed by two normal attacks and one power bash.
D -> A, A, A, -> -> A
Gordon's fighting style in...
...small battles/1v1.
Aggression is the key to winning in such situations, as Power Bash is good enough to smash back soldiers, or it can also be used for attacks on the AI to ensure that they don't get a chacne to block. Gordon's normal attacks are also fine, so the other skills can be used if you want to combo or you just want a damage boost.
...large battles.
This is when Power Blow becomes useful as a long range attack. It has a fairly large range that allows you to keep pounding away at them from a safe distance, so you don't have to risk Crush Strike to deal good damage. Personally, I wouldn't use Crush Strike to charge into battle, because after that, Gordon's slow attack speed allows him to easily be swarmed by the masses of soldiers. Power Bash can be used to cover up for his normal attack, so Power Blow and Power Bash will probably be used the most.
How Gordon performs on a horse and with giant objects
He's average with both giant objects and on a horse, as he lacks the ability to use Power Blow, one of his best skills, and Power Bash, another useful skill. Granted, he still can use Crush Strike, but doing so would make him get off the horse, and put him in the heat of the battle, which isn't recommanded due to his slow attack speed.
Defeating other AI characters with Gordon
Lucas: His Air Blade can easily be countered with your Power Blow, but by the same token, his Uppercut is able to counter your Crush Strike. Staying out of reach and using Power Blow is a good idea, but when your MP runs out, you can also charge forward with Power Bash to weaken his defence. Just remember to block when he does Air Blade.
Drew: Your normal attack lacks in speed, but Drew can't counter your Crush Strike, so that's one alternative to spamming Power Blow. Drew's grab is quite lethal, but with your slightly longer range with your axe, you should be able to hit him from afar. Going aggressive with Power Bash is a good idea too.
Shawn: Stay out of reach of his normal arrows. One swing of your axe, and you're pretty much going to be staggering, as two of his arrows can hit you in the time it takes you to swing a second time. So, a melee stragety won't work too well here, but Power Blow and Crush Strike will be invaluable against his arrows. However, you should dodge Phoenix Shot, as none of your skills can counter it, not even Power Blow.
Jenny: When she does her WhirlWind Shield, it's an opportunity for you to use Power Blow, assuming that you're not in the path of that attack. Her Energy Drill is fairly weak, and Power Blow may be able to counter it, but she can't counter your Crush Strike, so feel free to use it. Just be prepared for a counterattack after you smash down though. Power Bash is good for taking out her WhirlWind Shield, but it may not be enough on its own.
Technique ability of Gordon
GH: Poor, Gordon's slow attack speed means that the element of surprise utilized by GH is lost.
CS: Average, as none of his skills can be used in CS, but he does have a longer range compared to, say, Lucas or Drew.
FS: Very good, he has the option of doing a quick check with Power Bash, or he can simply test from afar with Power Blow.