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YOO! What is up guys Aegis Rick Here and for those who actually want to stick
around for the
in-depth skill analysis you're in for a trip let me tell you I've got a boatload
of information and suggestions regarding
all the skills this time around. But as a very clear warning, I please ask that you
follow this guide merely as a reference
You should never take anybody's word at face value and ultimately
it should be you that makes the decisions about what skills to get
revolving around your
own playstyle. If you like this video or any of them in the Ultimate Guardian
Guide Series
please: Like, Favorite, Comment and spread the word about it
as it would help me a lot. Anyways I've made some very distinct changes as to
the form of this guide
so let's take a look at those first. Alright guys this time it's serious
and I've added a few new features this time around so listen up
the skill name and skill icons are still there as expected and the ranking system
I've used in my previous guides are
also still the same. This time however the letter designations will be shown
over the skill icons and that is to make room for all of this
other information I've got over here this big letter will be used to give my
personal rank of the importance but the skill. The grading scale ranges from S to F
S being an absolute Godlike skill all the way down to
F being a downright shameful one. In this box here I'll be
indicating all the skills' various traits which gets pretty in-depth
along the top row will tell you what frames of animation the skill has
it can either have: INVINCIBILITY, SUPER ARMOR or SEMI-SUPER ARMOR frames
the middle row describes the trajectory when the skill connects on an
enemy
It could either be a LAUNCHER, a STUN hit or a KNOCK-DOWN. The bottom row
are various other properties that the skill has which I have shown here
If any what I've just mentioned doesn't make sense to you, please be sure to check the
PvP term section
of the UG Guide. and that guys is all you need to know for this guide
so if you're up for it let's go! Bash is an amazing utility skill
as it provides the guardian withe one of the only means of juggling opponents who have
touched down onto the ground, thus keeping your combos going without much room for
evasiion
BASH 1is the only one of the three with this property while the other two
are simply necessarily chain your skills
into your other skills to extend your combos. PRESS KICK defines utility
as it not only causes a STUN on hit but it can also be used to cover short
distances
and most importantlym has INVINCIBILITY frames on it to avoid incoming
attacks
leveling this skill ups the chance to break guard, but I personally don't
suggest it because Guardian has many other ways to get past defensive players
THRUST KICK is one of the Guardian's highest sources of damage in combo
as an interesting side note this skills is also one of the few which can be used
as a gap closer
I can be also canceled into a wide array of different skills. It synergizes extremely
well with the following skill: PUNISHING UPPERCUT
and can be nearly always used in 1-2 fashion
PUNISHING UPPERCUT is hands down my favorite skill in the entire game
a devastating shield combo that has the ability to launch the opponent not
once,
but twice, in case the first time doesn't connect. It has a significant
duration of SUPER ARMOR frames, making the still relatively safe to use. It can
connect on the opponents standing there
in the sky or even on the ground. The ROUND SWINGS are very abusive moves that
utilizes STUN to initiate various combos
ROUND SWING 1 AND 2 are the only ones that have STUN and that STUN is very
short, however some skills can still capitalize on its short duration
ROUND SWING 3 is a new pic for me which synergize well with the first two
for when you would like to launch opponents immediately. I'm still on the
fence as to the usefulness of TITAN'S GUARDIAN
undoubtedly it does some of the highest Guardian damage, but it can
easily be avoided by most wary opponents, however I was personally convinced that
against SUPER ARMOR buff abusers, this skill can easily destroy
anyone foolish enough to use it against you. If you can convince yourself out of this
skill though, you'd save yourself a boatload of points
Because my original build was slightly revised and I picked up some new
additions
I sadly had to make a sacrifice somewhere. RUSHING WIND didn't entirely
synergize
with all of the Guardian's other combo skills and is usually used
only as a combo finisher in conjunction with CRASHING STEEL
because of this I simply kept the skills as utility this time around though my
previous point still stands if you already have it maxed. There are
other possible locations to shave off some SP if you still wanna max it. IRON SKIN
makes the Guardian an immovable tank and grants you the SUPER ARMOR buff for
about 10 seconds
He's one of the few classes that have a variation of this skill, so it's highly
suggested you capitalize on it. Sadly however, opponents know it is foolish
to fight you while this buff is active, and so any other benefits that come from
leveling this skill become moot, as all the while they're simply
running away from you until it runs out. Although it is overshadowed by
other debuff skills on other classes. THREATENING SHOUT is still your
only
and undeniably decent debuff to your opponents. In PvP it is also one of your
only skills with the VORTEX or VACUUM effect and GUARD BREAK to boot.
These traits make it work amazingly well as an initiation
and if it connects, can greatly hinder your opponent until the
debuff wears off. SHIELD SMASH is a theoretically useful move that is
essentially the
only ranged skill in the Guardian skill set and that range is pretty limited
you can BREAK GUARD and KNOCK DOWN enemies who are playing overly defensive
however it suffers greatly by having a dangerously large AFTER CAST DELAY
making it easy to punish if you miss. EXPERT GUARD is a signature Guardian skill that
provides
unshakable frontal defense. however it's a bit misleading in that the only real
difference from this GUARD and no normal one
is that it doesn't suffer from blowback or shield durability. It can still be hit
with most GUARD BREAKING skills and such
more importantly however, I like this skill being used offensively
for its large range KNOCK-DOWN and GUARD BREAK
I cannot believe I didn't get this skill before and this current level cap only
makes it even more viable. IRONHEART massively increases your defense against
all forms of direct damage
at the cost of some of your own. While it won't usually be possible to use this buff
every round
it is so effective that it may actually grant you a victory were you otherwise
wouldn't have gotten it. TITAN STRENGTH
works well at countering the negative effects of the IRONHEART buff
however, its potential as a buff does not necessarily turn the tide of battle as
seriously as IRONHEART
nonetheless extra damage is something I think can be afforded in the current build
even if I don't see it as game-changing. The move speed down is hardly an issue at
all
GRAB SPIKE serves as one of your best grabs because it can connect in almost
any situation
whether it be standing, on the ground or in the air. Its damage is
especially intimidating if used early in a combo
and it can also recatch opponents back into the grab if they decide to evasive dash out of
it during its animation
be careful though this skill sadly increases your combo hit counter at an
alarming rate, making the rest of your combo
do much less damage. DOUBLE COMBINATION is a decently good skill for how safe it
is if you connect
It has absolute I-FRAME after the first hit. However, the first
is what's most important as it causes a significantly long STUN this skill is
pivotal for utility
as it serves as one of your few stun skills however other than that, it is
pretty negligible. leveling the skill would be pretty wasteful
since you usually will not be hitting all hits of it. EARTHQUAKE is one of my
favorite skills for punishing opponents
as it is one of the highest DPS on the Guardian skill tree
it's a bit difficult to actually connect and often, if it doesn't,
pretty easy to punish is well. To counter that it has abusive I-FRAME and
SUPER ARMOR
for those select situations where it's safe to use. Although it has a lot of
damage
it's hard to recommend if you do not see yourself using or connecting with this
skill very often
It costs five points so I figure I've got to mention it, but it is downright
necessary for you to get EVASIVE DASH
as it is your best and sometimes only evasive to get out of combos
Check the PVP TERMS section of the guide if you're confused about this
or quite frankly any terms I've used in this video. For instance
like I've already mentioned those ones down here. DASH ATTACK is a cheap skill
SP-wise. That can add a very quick slash to your roll that causes knock-down
it has pretty good utility if you want to quickly knock your opponent back
down. Though it's often
not that safe to use if they are expecting it. I would say if it doesn't
correspond with your play style or you don't think you could hit with it
effectively
I would not bother with this skill at all. ANKLE KICK is more but joke attack
as it hits grounded opponents but does practically no damage. It's laughable
that they actually allow you to level this skill up for more damage. Though trust me,
there are better things to do when someone's on the ground like that.
As an important note: you might not want to
accidentally cast this skill, as the command is: F and you use the F key for
other skills. So you can lock this skill up in the skill menu (K)
I have actually seen some people use SHIELD BASH to combo with, however I think
the damages is weak and
animation is pretty slow. It is more used as utility for keeping combos alive
but as I said at the start, you do what you think is best for your playstyle
because of its I-FRAME and small step backwards BACKSTEP THRUST has a lot more utility
than it is given credit for. The position can also be held for a short time
afterwards
so in essence, it can be used as a bait for catching people right in front of you
but because it only hits with the normal stab attack, the following skill:
BACKSTEP UPPER
is usually much more preferred. On top of the added benefit up causing launch
on the second hit
BACKSTEP UPPER also does a great deal of unexpected damage
it also has the same I-FRAME taken from BACKSTEP THRUST with some additional
France added onto it. It is also extremely safe to use
as you can cancel very easily into other skills after the animation. Do know
however that the LAUNCH
is on the second hit and the first hit of this skill can be evaded
using the standing evasion. ever since they've adjusted the GET UP ATTACK on
characters it's been nearly impossible to actively combo off of
GRAB STRIKE anymore. And it has thus been lowered in popularity
among some fighters in PvP. I still personally think this skill has
excellent inescapable damage and works effectively as a combo finisher
however this is one of those skills that possibly, if your playstyle does not demand
for it
would potentially save you a lot of points to be used on other skills if you
decide not to get this skill
PILE DRIVER has some I-FRAME when it is cast so it can be used to effectively
bypass some
easily telegraphed attacks. Mostly however, it is used to literally catch
your opponents who are close enough. Be careful however
because it is possible to punish the user who connects with this skill
with the new addition of the very fast GET UP ATTACK which I agree
is stupid and something I hope gets change for this skill
in the near future. WEBZEN I'm looking at you. I love CRASHING STEEL
Not only for its amazing damage scaling on level up but also its utility
You go soaring into the air and cover a great amount of distance
Making it just another method of catching people just within range
especially those being overly defensive. Be careful however, because
if the skill is easily telegraphed expect to take some serious damage
because it is pretty simple to punish DEFENSIVE DASH is not
emphasize enough in it is up there as one of my favorite Guardian skills
Its cooldown is incredibly short making it one of the best mobility
skills the Guardian has
It does not suffer from DEBUFFS so it is ideal to use when you're afflicteed with
verious move speed related ones
If you're ever wondering how to get up to somebody abusing this skill
is usually key. SHIELD REFLECTION is an amazing skill that has
recently been changed to be even more amazing now granting an
eighty percent chance to DIZZY at the max level
it has excellent synergy with DEFENSIVE DASH allowing you to dive
into attacks and then hit them with this SHIELD REFLECTION after the block. Hopefully
if he did not get that pitiful skill DEFENSIVE EXPERTISE
you can hit with this skill after almost any block
Your charge skills signify the only true type of movement for catching opponents
and in the Guardians case that also involves having frontal defense during the
animation
Now it's hard for me to give a proper level for charge attack as different
playstyles may utilize this skill more or less often. It is without a doubt
your best mobility skill to catch up with opponents
and leveling increases its range, so if you really want to catch with your opponents
from downtown
by all means level it up. However as an important note this skill sometimes
can be unsafe and may force you to accidentally use your EVASIVE DASH
if you're interrupted during its animation. Again it's kinda hard for me to
suggest BREAKNECK CHARGE as it costs
a hefty seven skill points a level and only hits one time
however the distance that your character charges forward also goes up
so you can land the STUN from further out. It's just too hard for me to
suggest what to do either way
and it really corresponds with your playstyle.
Alright we're in the home stretch guys. I've listed the passives by my personal
ranking. In the S tier
the max HP increase passive should be maxed on almost
any character that wants to enter the PvP arena. This same thing can also be
said for both your defensive end offenses masteries
Which provide amazing overall benefits to your character stats
the A tier passives are purely situational and are dependent entirely on whether or
not your gear warrants them. You really shouldn't find yourself running out of
mana
and you also want to shoot for a maximum of around seventy percent CRITICAL
if at all possible. If these are starting to become an issue for you in PvP
and getting better gear cannot remedy it you cannot go wrong with getting these
passes as necessary. Now these
F tier passes are downright useless for PvP
DEFENSIVE STANCE is merely a prerequisite for DEFENSIVE DASH
SHIELD RECOVERY will not see use as none of your opponents will hit your shield
long enough to actually have it start recovering and TITAN'S FERVOR doesn't even
work in PvP at all
well guys that's about all I've got to say about the Guardian. I realize I did
not touch on
all the skills; more specifically the skills I did not bother to pick up
I've made a completely separate video to explain my reasoning behind those
choices. Click on the annotation to go there if you're interested
I hope this guide has helped you and as I've already mentioned please:
LIKE, FAVORITE, COMMENT and above all SPREAD THE WORD about this video
It would mean the world to me. Anyway guys thanks for watching
and I will catch you guys later.