6:30 "another reason why I don't like the plus 2 seconds is because in a lot of fights I cancel out her ability a little early before the 2 seconds even come in play" The plus 2 seconds isn't affecting the portion where you are invincible and can cancel out early. It's affecting the duration the butterfly above your head. so basically it's making the duration of the first time bar on the bottom long for when you cast your q (so the portion before the invincible portion). So it's giving you more time make your play while being "safe" and it allows you to get two magazines off during the duration of your q rather than 1 magazine if it goes to full duration without you getting popped. whether you get the plus 2 seconds or 50% orb HP increase is pretty nuanced. im not going to go into all the details since different playstyles can affect is well but generally speaking the +2 secs upgrade has a lot less counterplay since the +50% HP only starts to generate value if the enemies shoot the blind. again im not going to go into the specifics but at higher levels of play players have an incentive in some cases to ignore the blind in which case the +50% HP does nothing and you have to contend with "damn if i had another two seconds on my q duration i wouldve escaped but instead this duration is so damn short" or "wtf they just all went paper mode during my q duration and killed me after, my orb didnt even come out i couldve just went +2 secs and started running or pump another magazine (in which case if they aren't even triggering my q then +2 secs is increasing the time im just shooting at them for free)" or "they completely ignored my orb and chased me" or "the orb didn't even blind them/they can still see me because the orb doesn't obstruct everything especially at close range" -> not that +2 secs would help you in these last two cases but call it questions whether we should spend credits BUYING an upgrade buffing something that the enemy can just outplay. the 50% HP only means like 3 extra shots and if you have awakening 3 you get like an extra 15 temp armor which overall is not bad but that value is completely contingent on the enemies shooting it meaning they have options and counterplay verses if you just got a straight 40% buff to the uptime you can potentially have making your play "safe". The duration is 5 seconds un-upgraded but factoring in cast time and the time pulling out your gun (which is really long for some reason) you only have 3-4 seconds where you are actually actionable verses the 5-6 seconds if you have the upgrade. high elo players can make majority of their plays in 3-4 seconds with good positioning and timing but for those times when things go wrong like casting your q too early or not getting the kill so you need to run still happens and the +2 secs really helps in those situations. so overall the +2 secs can actually change the way you play and make certain plays that were impossible possible like going for a longer pathing into dangerous space verse the +50% HP which has you playing just normally but you get a small benefit IF they decide to shoot your orb which isn't guaranteed so it's not fundamentally letting you make new types of plays compared to +2 secs. if you're really good at that 3-4 seconds time window and know the positioning then i could see the +50% HP being really good in this case, so it depends on the playstyle you want to do. 7:15 The stringified dmg reduction green upgrade only affects the "red" portion of your total hitpoints so it only starts apply once you lose your armor and starting taking hp damage making it pretty useless since the uptime is bad and you are still likely to die in many cases. Almost all high elo players take the 15% stringified movement speed since it's unconditional and can actually make plays and generate an advantage in comparison to the other upgrade which relies on your armor getting broken and then you going paper while they continue to shoot you.
Yup, I came to say this, the 2 seconds is super important to make sure you get your orb out if you still have armor, a clip in this video also showcases it, where he presses Q, and doesn't get orb because of armor
i'd always argue that spread control is better than recoil handling recoil handling only reduces the vertical kick, and you CAN learn to just pull down spread control only is for hip and shoulder fire, sure, but it actually reduces the RNG aspect, so something you CANT control
Yeah ive been leaning to spread control more and more now, her gun basically has no recoil to begin with and with spread control its a laser thats accurate even at run and gunning. IMO recoil is for ppl who plays ADS but shoulder and hip are pretty accurate already
Could you do a guide on Bai Mo? I'm really intrested in why people say he is good (I'm new Strinova and shooters in general). I'm planning to main him and would like to hear a more experianced player's perspective on his kit and how to utilize it. I love how thorough and concise your guides are. This is probs one of the better guides I've seen.
I played Flavia for the first time in demolition, i did well, went 9 and 7, but the rest of my team went 0 and 7 so we lost, but she was fun and i like her gun
either slow (for ez duel) / frag (to finish enemy without needing to shoot them again) or slow + interceptor (in case you guard a point and they rush there, so you give your team a time to rotate while you set up for a flank after they arrive at point
6:30 "another reason why I don't like the plus 2 seconds is because in a lot of fights I cancel out her ability a little early before the 2 seconds even come in play"
The plus 2 seconds isn't affecting the portion where you are invincible and can cancel out early. It's affecting the duration the butterfly above your head. so basically it's making the duration of the first time bar on the bottom long for when you cast your q (so the portion before the invincible portion). So it's giving you more time make your play while being "safe" and it allows you to get two magazines off during the duration of your q rather than 1 magazine if it goes to full duration without you getting popped.
whether you get the plus 2 seconds or 50% orb HP increase is pretty nuanced. im not going to go into all the details since different playstyles can affect is well but generally speaking the +2 secs upgrade has a lot less counterplay since the +50% HP only starts to generate value if the enemies shoot the blind. again im not going to go into the specifics but at higher levels of play players have an incentive in some cases to ignore the blind in which case the +50% HP does nothing and you have to contend with "damn if i had another two seconds on my q duration i wouldve escaped but instead this duration is so damn short" or "wtf they just all went paper mode during my q duration and killed me after, my orb didnt even come out i couldve just went +2 secs and started running or pump another magazine (in which case if they aren't even triggering my q then +2 secs is increasing the time im just shooting at them for free)" or "they completely ignored my orb and chased me" or "the orb didn't even blind them/they can still see me because the orb doesn't obstruct everything especially at close range" -> not that +2 secs would help you in these last two cases but call it questions whether we should spend credits BUYING an upgrade buffing something that the enemy can just outplay.
the 50% HP only means like 3 extra shots and if you have awakening 3 you get like an extra 15 temp armor which overall is not bad but that value is completely contingent on the enemies shooting it meaning they have options and counterplay verses if you just got a straight 40% buff to the uptime you can potentially have making your play "safe". The duration is 5 seconds un-upgraded but factoring in cast time and the time pulling out your gun (which is really long for some reason) you only have 3-4 seconds where you are actually actionable verses the 5-6 seconds if you have the upgrade. high elo players can make majority of their plays in 3-4 seconds with good positioning and timing but for those times when things go wrong like casting your q too early or not getting the kill so you need to run still happens and the +2 secs really helps in those situations. so overall the +2 secs can actually change the way you play and make certain plays that were impossible possible like going for a longer pathing into dangerous space verse the +50% HP which has you playing just normally but you get a small benefit IF they decide to shoot your orb which isn't guaranteed so it's not fundamentally letting you make new types of plays compared to +2 secs. if you're really good at that 3-4 seconds time window and know the positioning then i could see the +50% HP being really good in this case, so it depends on the playstyle you want to do.
7:15 The stringified dmg reduction green upgrade only affects the "red" portion of your total hitpoints so it only starts apply once you lose your armor and starting taking hp damage making it pretty useless since the uptime is bad and you are still likely to die in many cases. Almost all high elo players take the 15% stringified movement speed since it's unconditional and can actually make plays and generate an advantage in comparison to the other upgrade which relies on your armor getting broken and then you going paper while they continue to shoot you.
Yup, I came to say this, the 2 seconds is super important to make sure you get your orb out if you still have armor, a clip in this video also showcases it, where he presses Q, and doesn't get orb because of armor
Thanks a lot for the clarification and explanation.🙏
I AINT READIN ALLAT🗣️🗣️🗣️
beat me to it lol
Yes, I main Flavia...or as I like to call her, mommy Flavia 🗿
i'd always argue that spread control is better than recoil handling
recoil handling only reduces the vertical kick, and you CAN learn to just pull down
spread control only is for hip and shoulder fire, sure, but it actually reduces the RNG aspect, so something you CANT control
Yeah ive been leaning to spread control more and more now, her gun basically has no recoil to begin with and with spread control its a laser thats accurate even at run and gunning. IMO recoil is for ppl who plays ADS but shoulder and hip are pretty accurate already
Just got flavia so thanks for the guide. Looking forward for the Eika guide too
FALVIA GANG
Hope to see an Eika one soon!
Edit: commented before finishing the video, glad it is the most likely to be next lol
I love playing Flavia in defense. Tho I need to work on timing my q. Thanks for this guide.
Could you do a guide on Bai Mo? I'm really intrested in why people say he is good (I'm new Strinova and shooters in general).
I'm planning to main him and would like to hear a more experianced player's perspective on his kit and how to utilize it.
I love how thorough and concise your guides are. This is probs one of the better guides I've seen.
I played Flavia for the first time in demolition, i did well, went 9 and 7, but the rest of my team went 0 and 7 so we lost, but she was fun and i like her gun
Kinda of a side thought, “lineups” would be awesome wether for abilities or tacticals
Edit: made sure to turn on notifications hence being late
would appreciate if you included tactical items in here too, like which grenade can flavia get the most out of
Can you show Maddeleine one-ways? (With 3rd passive)
Do an eika or michelle video. Thx doe.
can you make fuschia tips?
We need that ming guide bruv
I play Flávia not because of her, i play Flávia because of Kriss Vector... And Flávia too
Bro also add nade recommendations plz
either slow (for ez duel) / frag (to finish enemy without needing to shoot them again)
or slow + interceptor (in case you guard a point and they rush there, so you give your team a time to rotate while you set up for a flank after they arrive at point
Am i the one who call her raiden shogun?
More like Seele. I hope they have a Honkai x strinova cross over. Raider mei would be awesome and Kiana