BBCF/Kagura Mutsuki/Combos: Difference between revisions

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{{CharNav-BBCF|Kagura}}
<center>{{Character Label|BBCF|Kagura Mutsuki|42px|BBCF_Kagura_Icon.png}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
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</div>
{{Combo Notation|game=BBCF|additional=}}
<br style="clear:both;"/>
==Preface==
Kagura's combo game is very important as he struggles in neutral and can spend the entire match trying to get that one good hit and get in. Maximizing damage is just as important as minimizing drops to setup more advantage. Important things to note before coninuing on.
<div style="float:middle;>
<ul>
<li>The combos notated will always directly use moves names regardless of what you are meant to be holding. This comes up while trying to charge to get [4]6A/B or [2]8B/C, and also when doing multiple stances in a row, if you are holding a direction and try to enter a stance kagura has already done he will instead enter neutral stance. Example: 2DA > 5DC > [2]8B this is a common extender for kagura to help with the charge rather then pressing 2DA releasing 2 and then pressing 5DC, you can instead simply hold the 2 input and input DC to get a 5DC. </li>
<li>Most of kagura's routes will end with 2DB > [2]8C > [8]2C, but everytime this occurs rather then going into [2]8C you can instead perform [4]6A (midscreen) or [4]6B (corner) to setup a okizeme situation with the orb pressuring the opponent as they wake up.</li>
</ul>
</div>
</div>


{| class="wikitable"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Modular concepts
|-
|-
! Combo Notation Guide
! Notation !! explanation
|-
|-
|
| 2C/3C > OD > 2C > 2DB > 6DA > 28D/OD || standard string to tack on extra damage with OverDrive, works anywhere.
:{| class="wikitable" border="1"
|-  
|-
| Corner OD activation at end of combo || i know you can get more in the corner but i dont remember what specifically it was (at the end of combo)
| 7 {{7}}
| 8 {{8}}
| 9 {{9}}
|-
|-
| 4 {{4}}
| 2DA/6DC > 28D || Easy points durring combos in which you can end early or tack on the end for big unburstable damage. *Note still requires having free stances to perform the super
| 5 {{5}}
| 6 {{6}}
|-
|-
| 1 {{1}}
| 2C > ASTRAL FINISH || unlikely to be used but knowing how you can combo into astral may help to close out a close game when the situation arises
| 2 {{2}}
| 3 {{3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}D becomes 236D
==Beginner Combos==
: '''>''' = cancel into the next attack
===<span style="visibility:hidden;font-size:0">Beginner Midscreen Combo</span>===
: ''',''' = link the next attack after preceding move's recovery
{{BeginnerComboDef}}
: '''jc''' = jump cancel
{{TheoryBox
: '''hjc''' = high jump cancel
| Title      = Beginner Midscreen Combo
: '''RC''' = Rapid Cancel
| Oneliner  = It only goes up from here
: '''CH''' = Counter Hit
| Difficulty = {{clr|1|Very Easy}}
: '''IAD''' = Instant Air Dash
| Anchor    =  
: '''OD''' = Overdrive
| Video      =  
: '''EA''' = Exceed Accel
| Size      = 384x216
: '''(N)''' = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
| Recipe    = Starter > {{clr|C|2C}} > {{clr|D|6D}}{{clr|C|C}} > {{clr|D|2D}}{{clr|B|B}} > {{clr|C|[2]8C}} > {{clr|C|[8]2C}}
: '''(CSpec)''' = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
| content    =
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
An easy route to convert off of most stray hits you will land. Can be started by any of Kagura's normals besides {{clr|C|5C}}.
|}
<br clear=all/>
==Combo List==


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
<i>Reminder you can end the route early by cutting out the {{clr|C|[2]8C}} and instead use {{clr|A|[4]6A}}/{{clr|B|B}} to start your okizeme game.</i>
|+ ___ starter
}}
|-
===<span style="visibility:hidden;font-size:0">Beginner 5DB Combo</span>===
! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
{{TheoryBox
|-
| Title      = Beginner 5DB Combo
| _
| Oneliner  = Works anywhere
| || || || || || ||  
| Difficulty = {{clr|1|Very Easy}}
|-
| Anchor    =
|}
| Video      =
| Size      =
| Recipe    = {{clr|D|5D}}{{clr|B|B}} > {{clr|D|6D}}{{clr|C|C}} (in air) > {{clr|D|2D}}{{clr|B|B}} > {{clr|C|[2]8C}} > {{clr|C|[8]2C}}
| content    =
A basic extension after your command grab. Will likely be your main way to confirm off {{clr|D|5D}}{{clr|B|B}} midscreen, but you can get more in the corner.


===Midscreen===
<i>Reminder you can end the route early by cutting out the {{clr|C|[2]8C}} and instead use {{clr|A|[4]6A}}/{{clr|B|B}} to start your okizeme game.</i>
}}


'''5/2C > 2DB (1) > RC > 6C > 6DB > 2DA > [4]6A > 3C > 6DC > 2DB > [4]6A/B'''
==Core Combos==
: [https://youtu.be/lMEpqPPB6-U?t=539 Video Example]
===MidScreen===
: Damage: 3548
{{CoreComboDef}}
: Requires: 50 meter
==={{InvisibleText|THE Midscreen BnB}}===
: Notes:
{{TheoryBox
:* Spend 50 meter to turn your 5C and 2C pokes into a more damaging confirm
| Title      = "The BnB"
| Oneliner  = Potent, but a bit finnicky
| Difficulty = {{clr|2|Medium}}
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    = starter > 2C > 2DA > 5C > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C
| content    =
This is your main way to deal damage while midscreen. The 5DC will whiff if you are too far away, usually only if you do max range 6B > 2C or a raw far away 2C.


Do the [2]8B as soon as you can and delay [8]2C heavily.


'''5DB > 2DC > [2]8B > dash 6B > tk [8]2C > dash 3C > 2DB > [4]6A/B'''
<i>Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.</i>
: [https://youtu.be/eEuSOGX1A8I?t=138 Video Example]
}}
: Damage: 3208
==={{InvisibleText|Midscreen 6C BnB}}===
: Notes:
{{TheoryBox
:* Standard Midscreen Stance Command Grab combo
| Title      = Midscreen 6C BnB
| Oneliner  =
| Difficulty = {{clr|3|Tricky}}
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    = 6C > 6DA > 2DA > [4]6A > 2C > 2DA > 5DC > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C
| content    =
6C is a big callout anti air that will lead to big damage. This route will have problems if you are too close to the corner.


Do the [4]6A as fast as you can after the 2DA


'''6DB > 2DC > [2]8B > microdash 6B > tk [8]2C > microdash 3C > 2DB (> 5DA > 6DC >) [4]6X'''
<i>Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.</i>
: [https://youtu.be/mb3EzVubWg8?t=397 Video Example]
}}
: Damage: 3534
===Corner===
: Notes:
==={{InvisibleText|The Corner BnB}}===
:* A combo for when you open an opponent up with a Dragon's Mirage left/right mixup. Doing the optional part in brackets will give you more damage and corner carry but will give looser oki. If you're close enough to the corner, it might be worth adding into the combo
{{TheoryBox
| Title      = "The Corner BnB"
| Oneliner  = The big hurdle
| Difficulty = {{clr|3|Tricky}}
| Anchor    =
| Youtube    = https://www.youtube.com/watch?v=jFp7jogI8uc
| Size      = 400x240
| Recipe    = starter > 2C > 2DA > [8]2C > 6B > 5C > [4]6A > 5C > 5DC > [2]8B > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C
| content    =
Your main confirm in the corner and leads to big damage.  


The 6B > 5C > [4]6A > 5C section will lead to a lot of drops early on. Its all about just starting the charge as soon as you hit the 6B button


'''Air Throw > [4]6A > [2]8B > microdash 6B > [8]2C > microdash 3C > 2DB > [4]6X'''
<i>Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.</i>
: [https://youtu.be/3GvgDVGssPo?t=515 Video Example]
}}
: Damage: 3034
: Notes:
:* Standard Air Throw combo


==={{InvisibleText|Corner 5DB route }}===
{{TheoryBox
| Title      = Corner 5DB route
| Oneliner  =
| Difficulty = {{clr|2|Medium}}
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    = 5DB > [2]8B > dl.[8]2C > 6B > 5C > [4]6A > 5C > 5DA > 2DA > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C
| content    =
The inital [8]2C delay has an akward timing because if you delay too much it will also drop so you must practice to get a specific timing.


'''AA [2]8B > dash 6B > [8]2C > microdash 3C > 2DB > [4]6A/B'''
5DB as a starter has pretty poor scaling so its not reccomended to spend resources unless you can get the kill
: [https://youtu.be/lMEpqPPB6-U?t=804 Video Example]
: Damage: 2686
: Notes:
:* Anti Air combo from the B Version of Kagura's DP


<i>Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.</i>
}}


'''CH 6DC > 6C > 6DA > 2DA > [4]6A > 3C > 2DC > 5DA > 28C'''
==Specialized Combos==
: [https://youtu.be/L5osuLbrxQE?t=135 Video Example]
{{SpecializedComboDef}}
: Damage: 4531
==={{InvisibleText|In Corner 3C confirm}}===
: Requires: 50 meter
{{TheoryBox
: Notes:
| Title      = In Corner 3C confirm
:* Counter Hit Dragon's Strike combo for when you catch an opponent trying to throw something out or zone in neutral. This version spends 50 meter to end the round
| Oneliner  =
| Difficulty = {{clr|2|Medium}}
| Anchor    =
| Video      =
| Size      = 256x192
| Recipe    = starter > 3C > 5DC > [4]6A > 6C > 6DA > 2DA > [8]2C
| content    =
An uncommon starter but knowing the situation will allow you to maximize your damage off of stray. Something very important for kagura.  
}}


===Close to Corner===


'''CH 6C > 6DB > 2DA > [4]6A |> 3C > [2]8B > dash 5B > tk [8]2C > microdash 3C > 6DC > 2DC > 5DA > [2]8C > [8]2C'''
==Combo Theory==
: [https://youtu.be/mb3EzVubWg8?t=359 Video Example]
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
: Damage: 4734
|+ Move Names in Notation and Conversation
: Notes:
|-
:* A Counter Hit 6C combo mostly for when you anti-air people with 6C close to the corner.
! Notation !! Conversation !! Full Name
 
|-
 
| [4]6A/B || A or B Orb || Dragon Spirit
'''5DB > 2DB > [2]8B > dash 6B > tk [8]2C > dash 3C > 6DC > 2DB > [4]6B oki'''<br>
|-
'''5DB > 2DB > [2]8B > dash 6B > tk [8]2C > dash 3C > 6DC > 2DB > 5DA > [2]8C > [8]2C'''
| D28 || Zanga || The Dragon Lord's Striking Fang
: [https://youtu.be/3GvgDVGssPo?t=458 Video Example for Dragon Spirit oki]
|}
: [https://youtu.be/eEuSOGX1A8I?t=200 Video Example for better damage ender]
: Damage: 3166 for Dragon Spirit oki
: Notes:
: *Stance Command Grab Combo when you're close enough to the corner to end it with a more corner specific route
 
===Corner===
 
'''6A > [2]8B > 5B > 5C > [4]6A > 5C > 2DA > [8]2C > 3C > 6DC > 2DC > [4]6A/B oki'''
: [https://youtu.be/mb3EzVubWg8?t=216 Video Example]
: Damage: 4086
: Notes:
:* Meterless Command Normal Overhead combo


===Midscreen===


'''6A > RC > 5B > 2B > 6B > 3C > [2]8B > dash 6B > tk [8]2C > [2]8C > [8]2C'''
: [https://youtu.be/3GvgDVGssPo?t=3247 Video Example]
: Damage: 2862
: Notes:
:* Command Normal Overhead combo. This requires 50 meter to Rapid Cancel though


===Corner===


'''5DA > 2DA > [8]2C > 3C > 6DC > 2DC > 5DA > [2]8B > [8]2C'''
: [https://youtu.be/eEuSOGX1A8I?t=211 Video Example]
: Damage: 3118
:Notes:
:* A Dragon Blast combo for when you open people up trying to jump out of your pressure expecting 5DB command grab when they see you in 5D stance


===Meter Managment===


'''5DB > 6B > 5C > 2DA > [8]2C > 3C > 6DC > 2DC > 5DA > [2]8C'''
: [https://youtu.be/3GvgDVGssPo?t=726 Video Example]
: Damage: 3913
: Notes:
:* Standard Drive Command Grab combo.




'''6C > 6DA > 2DA > [8]2C > dash 3C > 6DC > 2DB > 5DA >  [2]8B > [8]2[C]'''
<br style="clear:both;"/>
: [https://youtu.be/3GvgDVGssPo?t=3231 Video Example]
: Damage: 4056
: Notes:
:* A 6C combo for when you catch people trying to jump out of your pressure in the corner.
 
==Combo Theory==


==Video Examples==
==External References==
BBCF2 Kagura Mutsuki combo collections
*[https://www.evernote.com/shard/s738/client/snv?noteGuid=aa3b3008-d5d5-4912-9e34-cd6dddfb6afa¬eKey=1e5441c19498b060b410148d0a6d1e89&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs738%2Fsh%2Faa3b3008-d5d5-4912-9e34-cd6dddfb6afa%2F1e5441c19498b060b410148d0a6d1e89&title=CF2%2BKagura%2BBasic%2BCombo%2BDoc Kagura Basic Combo Guide]
{{#ev:youtube|SYwDwpudgn8}}
*[https://www.evernote.com/shard/s382/client/snv?noteGuid=0f911f26-aca2-4612-960f-f400eb1a9266¬eKey=6e126987bb43e87df6ef295ef40279a9&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs382%2Fsh%2F0f911f26-aca2-4612-960f-f400eb1a9266%2F6e126987bb43e87df6ef295ef40279a9&title=BBCF2%2B%25E3%2582%25AB%25E3%2582%25B0%25E3%2583%25A9%25EF%25BC%259D%25E3%2583%25A0%25E3%2583%2584%25E3%2582%25AD%25E3%2580%2580%25E5%259F%25BA%25E7%25A4%258E%25E3%2582%25B3%25E3%2583%25B3 JP Combo Doc by Hikomaru]


<br clear=all/>
==Navigation==
----
<center>{{Character Label|BBCF|Kagura Mutsuki|42px|BBCF_Kagura_Icon.png}}</center>
{{CharLinks-BBCF|Kagura}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{Navbar-BBCF}}
{{#lst:BBCF/Navigation}}
[[Category:BlazBlue: Central Fiction]]
[[Category:Kagura Mutsuki]]

Revision as of 00:22, 22 June 2022

 Kagura Mutsuki


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Preface

Kagura's combo game is very important as he struggles in neutral and can spend the entire match trying to get that one good hit and get in. Maximizing damage is just as important as minimizing drops to setup more advantage. Important things to note before coninuing on.

  • The combos notated will always directly use moves names regardless of what you are meant to be holding. This comes up while trying to charge to get [4]6A/B or [2]8B/C, and also when doing multiple stances in a row, if you are holding a direction and try to enter a stance kagura has already done he will instead enter neutral stance. Example: 2DA > 5DC > [2]8B this is a common extender for kagura to help with the charge rather then pressing 2DA releasing 2 and then pressing 5DC, you can instead simply hold the 2 input and input DC to get a 5DC.
  • Most of kagura's routes will end with 2DB > [2]8C > [8]2C, but everytime this occurs rather then going into [2]8C you can instead perform [4]6A (midscreen) or [4]6B (corner) to setup a okizeme situation with the orb pressuring the opponent as they wake up.
Modular concepts
Notation explanation
2C/3C > OD > 2C > 2DB > 6DA > 28D/OD standard string to tack on extra damage with OverDrive, works anywhere.
Corner OD activation at end of combo i know you can get more in the corner but i dont remember what specifically it was (at the end of combo)
2DA/6DC > 28D Easy points durring combos in which you can end early or tack on the end for big unburstable damage. *Note still requires having free stances to perform the super
2C > ASTRAL FINISH unlikely to be used but knowing how you can combo into astral may help to close out a close game when the situation arises

Beginner Combos

Beginner Midscreen Combo

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Beginner Midscreen ComboIt only goes up from here
Very Easy


Starter > 2C > 6DC > 2DB > [2]8C > [8]2C
An easy route to convert off of most stray hits you will land. Can be started by any of Kagura's normals besides 5C.

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Beginner 5DB Combo

Beginner 5DB ComboWorks anywhere
Very Easy


5DB > 6DC (in air) > 2DB > [2]8C > [8]2C
A basic extension after your command grab. Will likely be your main way to confirm off 5DB midscreen, but you can get more in the corner.

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Core Combos

MidScreen

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

THE Midscreen BnB

"The BnB"Potent, but a bit finnicky
Medium


starter > 2C > 2DA > 5C > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C
This is your main way to deal damage while midscreen. The 5DC will whiff if you are too far away, usually only if you do max range 6B > 2C or a raw far away 2C.

Do the [2]8B as soon as you can and delay [8]2C heavily.

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Midscreen 6C BnB

Midscreen 6C BnB
Tricky


6C > 6DA > 2DA > [4]6A > 2C > 2DA > 5DC > [2]8B > dl.[8]2C > 3C > 2DB > [2]8C > [8]2C
6C is a big callout anti air that will lead to big damage. This route will have problems if you are too close to the corner.

Do the [4]6A as fast as you can after the 2DA

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Corner

The Corner BnB

"The Corner BnB"The big hurdle
Tricky

starter > 2C > 2DA > [8]2C > 6B > 5C > [4]6A > 5C > 5DC > [2]8B > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C
Your main confirm in the corner and leads to big damage.

The 6B > 5C > [4]6A > 5C section will lead to a lot of drops early on. Its all about just starting the charge as soon as you hit the 6B button

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Corner 5DB route

Corner 5DB route
Medium


5DB > [2]8B > dl.[8]2C > 6B > 5C > [4]6A > 5C > 5DA > 2DA > dl.[8]2C > 3C > 6DC > 2DB > [2]8C > [8]2C
The inital [8]2C delay has an akward timing because if you delay too much it will also drop so you must practice to get a specific timing.

5DB as a starter has pretty poor scaling so its not reccomended to spend resources unless you can get the kill

Reminder you can end the route early by cutting out the [2]8C and instead use [4]6A/B to start your okizeme game.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

In Corner 3C confirm

In Corner 3C confirm
Medium


starter > 3C > 5DC > [4]6A > 6C > 6DA > 2DA > [8]2C
An uncommon starter but knowing the situation will allow you to maximize your damage off of stray. Something very important for kagura.


Combo Theory

Move Names in Notation and Conversation
Notation Conversation Full Name
[4]6A/B A or B Orb Dragon Spirit
D28 Zanga The Dragon Lord's Striking Fang

Midscreen

Corner

Meter Managment


External References

Navigation

 Kagura Mutsuki


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