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Here’s the frame data for artemis pause the video if you want to look through it.
The scythe neutral signature is pretty simple, it hits diagonally so it’s good against
people who jumps diagonally a lot, it’s pretty hard for the enemy to react to because
it has really fast start up for a signature.
It lasts just as long as the scythe recovery does but it has a bigger hitbox and you don’t
end up pushing your legend too far up when you use it which makes the neutral sig a stronger
and safer choice than recovery in most cases where they’re diagonal of you.
The only time it’s not as good would be during an edge guard, because the recovery
pushes them down instead of up which makes it harder for them to recover.
Since it has a fast start up, you can string slight, dlight and nlight into the neutral
sig.
It is kinda slow but it’s acceptable considering scythe doesn’t really have any combos and
can only use strings in the first place.
Side signature is a really good punish tool.
It has a range that is a bit farther than the scythe dlight which is the longest range
move on scythe.
It’s relatively fast for a signature and it does on average a little more than 25 damage
which is a lot for a single move especially since scythe has no real combos so it’s
hard to do more than 20 damage with light attacks when punishing.
Outside of punishing missed attacks, I would not use it much because it puts you in a very
easy to punish position if you miss.
The only exception would be if the enemy were at red damage where you can knock them out
and you think you can land a side sig while only missing 2 or 3 times, more than that
and you’ll probably be punished more than it’s worth using.
The down signature is really good at catching standard forward dodges because it has more
active frames than a standard dodge has invulnerability frames.
And if you’re really confident that the enemy will dodge forward on the ground, you
can hold the down sig which will let you float, avoiding most grounded attacks and then you
can release to punish the enemy for the dodge in.
This is unlikely to happen a lot as players get better though so in higher ranks, probably
past silver, you wouldn’t use this move too much because the high amount of active
frames backfires and lets the enemy punish you if they simply jump.
However, the active frames does very well in an edge guard position because the enemy
has to jump into the hitboxes to get to you if you place it well, especially because the
down sig can travel a bit farther below where you originally used it.
So you can safely and effectively use the down sig to edge guard.
The lance neutral signature is a very high risk high reward kind of move.
It does over 26 damage and it can knock out even earlier than the scythe side signature
so pretty much just as the enemy’s health turns red.
The catch is that it is very hard to land and you are easily punishable if it misses.
The hitbox is really small, it makes light attacks proud of their hitboxes.
Which is even worst when you take into account that the hitboxes last for a long time.
So whenever you use this move, you’re basically a sitting duck throwing out a move that has
a small hitbox, last forever, and did I mention that it’s really slow too?
On the bright side though, if you ever manage to land one of these, it does massive damage.
So in general, there is no safe way to use this signature.
So try to only use it at red damage because it’ll be able to knock out at that point,
if you use it when it can’t get a knock out then you’ll probably feel disappointed
that you’ve been punished the last 5 times you missed it and it didn’t even knock out
when you finally landed it.
The side signature is a very simple move, it hits very far with a pretty decent size
hitbox.
It’s basically designed to use purely for trying to hit the enemy when they are very
far from you.
Pretty similar to a blasters side air or side slight, if you throw it out when the enemy
is far away, then they might walk into it, they might not but you’ll be relatively
safe in the end.
Make sure you don’t use it when the enemy is even remotely close though, because it
has a great amount of dead space that the enemy can just walk into and punish you for.
It also does 25 damage and has great force so it’s obviously a great option to punish
enemies with but unless the enemy is new to the game, they probably won’t miss attacks
while being a mile away from you, so there is rarely any situations where you would use
side sig to punish.
The down signature is an odd move.
At first, it looks like it would be great at catching enemies that dodge in like the
scythe down sig would be, but the fact that the hitboxes moves forward makes dodge ins
not that easy to catch.
Plus it doesn’t even do more than 20 damage most of the time so catching dodge ins with
the nlight or dlight will already do similar amount of damage while being a lot safer.
The one thing that I think it’s good for is edge guarding because it can spike the
enemy downwards and it’s biggest hitboxes are below the user as well, you can simply
use the down sig by the edge when the enemy is at the wall or follow them down and use
gravity cancel down sig.
But I still would not use it at that point unless the enemy is at orange or red health
because the recovery time is ridiculously long, the recovery is almost half a second.
Most light attack start ups are either half or one third as long as the recovery so it’s
safe to say you can be punished for missing the down sig from practically any position.
I hope this guide helps you out with your artemis gameplay, if you liked it then consider
leaving a like and subscribing.
Thanks for watching and I’ll see you next time.