>>145231
It's amazing how well crafted the melee system is
>Normal mode is by far the weakest in mobility and range but boasts quite high per hit damage at the expense of your survivability with 6/2ZZ's jumping cannon kick and 5ZZZ spiral launcher
>The disadvantages of normal mode are mostly moot when using it to recharge MP, as you regain x5 the amount of mana per hit on normal compared to when using styles, with how versatile jumping divekick is and the possibility to cancel into another jump or into itself after a hit, you're guaranteed 1 point of MP if you get a few solid hits in
>Scythe mode is amazing for hit and run, coupled with high damage multihit options, top level comboability and very fast and useful guard cancels. Scythe benefits a lot from Familiars, raw Atk bonuses and "edge" skill upgrades as well
>2Z rotating low slide is amazing for avoiding projectiles and gaining ground or distance, medium/high hitting attacks like Wolf's spiral, Maskfag's jumping sumo attack, 4th Boss suction or Succubus's fireball just get ignored while you rip chunks out of the enemy.
>Every grounded Scythe move can chain into any other ground move seamlessly, often shorter than you can guard cancel them, with only 6ZZ scythe pullback necessitating guard cancelling to make it safe.
>5Z Scythe uppercut can be early cancelled extremely quickly with either guard or 6Z mini spiral foward to let you easily juggle enemies into the air, and letting them get high enough gives you more damage if you don't cancel it once they start to be enveloped by the red tracers. 5ZZ guilliotine pulldown is amazing damage ontop of this with the executioner skill for massive damage against enemies on the top end of your air juggle.
>j.5Z scythe blender is absolutely the best shield breaker move by far (not counting multiple air shotguns) and the damage when the enemy is airborn and you have multiple jumps to reach them is astronomical, the only issue being that it is an incredily unsafe move to do due to the large hurtbox and that it locks you in a slow uncancellable trajectory
>Gun mode is maximum DPS and zero chill, effective use of it requires knowing how long it takes for you to recover into a block cancel and abusing shield breaking to maximize damage
>Air pistols may seem like a death trap at first, but you can cancel them with j.2Z into an air shotgun to gain distance or shoot it backwards to close in on the opponent to dodge an attack, although after landing it may launch you foward if you don't immediatly cancel the push with guard
>Multiple airjumps is actually a decent choice when using Gun as it lets you get more air shotguns out when you start it from a high position, as well as more RP orbs to combo the grounded 5Z spam pistols into themselves for safe ranged DPS that stunlocks
>Grounded 6/2Z shotgun can be cancelled MUCH earler than normal combo cancel into pistols or another shotgun by guard cancelling as well, making it actually quite viable to burst down shields as long as you time your attacks right