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5s | What's going on, everybody? |
---|---|
6s | It's your community manager Nakat, and today I'm here to |
10s | officially teach you how to play Arya Stark. |
13s | So jumping right into it, some of her weaknesses are |
16s | that she's extremely lightweight, which means that she is able |
19s | to be rung out and KOD very early. |
22s | She's very reliant on pinpoint accuracy when striking her opponents |
26s | and she takes a while to kill off of the |
29s | top into the top blast zone. |
32s | Her strengths are she has a sword which gives her |
35s | good range, she has a great combo game, unique face |
39s | steel mechanic that allows her to use moves from her |
43s | opponents, she has strong horizontal kill power, and she racks |
47s | up damage very fast. |
49s | Other than that, Arya, in my opinion, is a character |
53s | that is for an intermediate player. |
55s | So you want to play Arya if you are in |
58s | between a beginner and a professional-level player, but that should |
62s | not make you feel like you can't use her even |
65s | if you are just starting out. |
67s | She's extremely fun, she's extremely fast, and I believe that |
70s | she is a character that most people will gravitate to, |
73s | especially if they are fans of the Game of Thrones |
76s | series. |
77s | Now let's jump directly into some of her moves and |
81s | how they work. |
82s | Her dash attack is a three hit move. |
85s | As you can see, it knocks your opponent very far |
88s | away. |
88s | So if they get hit by dash attack even from |
91s | this distance and all of it doesn't connect, they will |
94s | still go flying on the final hit. |
96s | So keep that in mind that this is a great |
98s | tool if you want to approach your opponent and if |
101s | you want to ring out your opponent if they are |
104s | at the ledge. |
106s | Dash attack also has the added bonus of being a |
108s | great punish tool if your opponent does a move that |
110s | is super laggy. |
113s | So if Bugs Bunny dash attacks me and I avoid |
115s | it, I am able to weave right back in and |
117s | actually punish him with a dash attack. |
119s | And I can show you that in action right now. |
124s | And that's only one option out of many that if |
127s | your opponents decide to do if there is enough cooldown |
130s | on the move or whiff lag, meaning if the move |
133s | misses, the opponent is stuck in a state where they |
136s | are unable to do anything else |
138s | You will be able to punish with a move like |
141s | dash attack. |
141s | But that is not the only move that is able |
144s | to do that. |
145s | If Bugs Bunny does another dash attack, I can punish |
149s | with a forward attack or rather side attack on the |
154s | ground. |
155s | So if you want to use your side attack, there's |
157s | many ways you can use it. |
160s | You can press it twice to do a two hit |
162s | combo. |
163s | You can press it once and then immediately go into |
166s | your upward special for a true guaranteed combo, which leads |
170s | into two different follow-ups. |
173s | You have the combo where you do side attack into |
176s | up special into upward aerial that can also ring out |
179s | opponents when they're at super high damage. |
181s | Or you can do side attack into upward special into |
185s | side aerial, which also has the ability to ring out |
188s | opponents. |
189s | But just being able to guarantee put your opponent in |
192s | the air is a good situation because if you're able |
195s | to get them in this position, they have to land |
197s | while you are under them, allowing you to kind of |
200s | chase them while they're in the air so you can |
203s | actually threaten them for more damage. |
205s | Or of course, A KO |
207s | Neutral attack is very straight forward. |
209s | It's a move where she stabs forward. |
211s | However, it has great range and you have the ability |
214s | to charge it, which allows it to kill at later |
217s | percents. |
218s | So if I give Bugs Bunny damage, let's say we |
221s | put Bugs Bunny at 62 and I hit him with |
223s | a fully charged neutral attack, you can actually see how |
227s | far he goes flying. |
228s | If he stands around here and I decide to do |
233s | that at 77, that is a clean KO ring out. |
236s | And that is a point for you and your team |
239s | if you are playing duos. |
241s | One of the drawbacks to this move is that once |
244s | you use it, you are committed to finishing the entire |
247s | move. |
247s | Therefore, you will not be able to cancel this into |
250s | a dodge immediately or a jump. |
253s | Down attack is a very cool move. |
254s | In my opinion, Down attack is one of the coolest |
258s | moves that Arya has. |
260s | When she does a down attack, she actually uses meter |
263s | because she's also invincible during this move while she has |
266s | meter. |
267s | This move allows you to cross up your opponent and |
270s | actually hit them with a swift strike so instead of |
273s | dodging and then pressing an attack. |
275s | You can also use this because this arguably is faster |
279s | and has the ability to kill at higher damage. |
283s | Another note about down attack on the ground is that |
286s | you don't always have to let the move turn around. |
288s | As you can see, when she rolls, Arya faces the |
290s | opponent. |
291s | If you hold the direction while in that move that |
294s | you want to face at the end of it, it |
296s | will actually not turn her around. |
298s | Therefore, I don't have to dodge through Bugs Bunny to |
301s | hit him with this move. |
302s | I can actually press down attack right here, face him |
306s | directly and smack him away. |
308s | Up attack on the ground is a great move for |
311s | setting up combos. |
312s | If you're able to catch an opponent with this move, |
315s | not only does it have great range in front of |
317s | her and above her, you are actually able to follow |
320s | up with an upward aerial. |
321s | Now let's say they're at a damage a damage percentage |
325s | where you're not able to actually follow up as a |
328s | guaranteed combo. |
330s | If you knock them up and you wait for them |
332s | to air dodge, you can actually pressure them into doing |
336s | that option so you can hit them after. |
341s | Dead. |
343s | And I didn't even hit the first part of the |
345s | move because it's a two hit move in the air. |
348s | You might be able to still score the KO even |
350s | if you missed that first part because the second part |
353s | will hit them and send them flying. |
355s | Side air is a move that you can approach with. |
358s | You can actually just jump at your opponent and press |
361s | side and attack button and you will actually throw this |
363s | move out, which is a great move for knocking your |
366s | opponent's away. |
367s | If you want to actually put some more power into |
370s | the move, you can hold down the action while you're |
373s | moving forward. |
374s | That way it puts more strength and you see that |
378s | charge. |
378s | You don't have to charge it all the way. |
380s | You can actually let it go rather quick. |
382s | You can charge a little bit then let it go, |
385s | or you can do the full move altogether. |
388s | The more you do it, the further they're going to |
391s | fly. |
392s | Arya's neutral aerial is a multi hit move that knocks |
395s | the opponent away. |
396s | It doesn't often lead into a guaranteed situation right there. |
400s | Bugs Bunny can dodge this because he's going too far |
403s | away because of his damage. |
404s | Now see what happens if we kill him in this |
407s | situation where I approach with neutral air again, it is |
410s | a multi hit move and at lower percentages you're sometimes |
414s | able to connect it into your grounded side attack. |
421s | All a guaranteed combo off of neutral aerial while your |
425s | opponent is at low percent. |
428s | Game about 27 damage. |
430s | Downward aerial is a spike onto the ground. |
433s | You can spike your opponent into the ground. |
435s | As you saw right there, if I knock my opponent |
438s | off the stage and they're in a situation where they |
440s | have to recover, I can actually follow them off stage |
443s | and as you see, hit them with the downward aerial |
446s | to kill. |
447s | The cool thing about Arya's is it's able to be |
449s | charged for even more strength. |
451s | This also makes it so that if your opponent decides |
454s | to dodge, but you charge it just enough to pretty |
457s | much throw them off and make them dodge early, you're |
460s | able to punish them with the downward aerial to secure |
463s | the KO. |
464s | You're also able to use this move on the stage |
466s | as well. |
467s | I would not approach with this move as much unless |
470s | you're very confident that you're going to be able to |
473s | land it, because if you do you are actually able |
475s | to combo out of it into your other aerial moves. |
480s | Up attack is a two hit move that we actually |
482s | covered a little bit earlier. |
484s | However just for you all to see, you are able |
486s | to hit with two swift strikes that knock your opponent |
489s | upward. |
490s | Now this move doesn't have all the knock back in |
493s | the world, however outside of other moves it is able |
496s | to be set up into to make it more of |
499s | a deadly force. |
500s | Therefore, you wouldn't really approach an opponent while they're on |
504s | the ground with this move. |
505s | This is more so a move that you want to |
508s | lead into from your other moves. |
511s | You want your opponent to be above you as much |
513s | as possible so you can land this option. |
516s | That way you can get not only maximum damage, but |
518s | of course have a move that's under them that they're |
521s | afraid of. |
522s | That way if they air dodge, you're able to wait |
525s | and then punish them. |
527s | Side special is a move that has a lot of |
529s | utility from Arya. |
531s | She's able to throw a dagger onto her opponent and |
533s | teleport to it from anywhere on the stage. |
536s | Now how is this good? |
538s | Well, if Arya is in a situation where she wants |
541s | the combo, or she needs to recover because she's out |
545s | of jumps or she's just plain old too far away, |
548s | she's able to teleport directly to the opponent. |
551s | And it is beneficial to her for many reasons. |
554s | One, if I do this and I throw it at |
556s | Bugs, but I'm so far off and it looks like |
558s | I might lose my life, I can actually teleport straight |
561s | back to the stage as if it was going towards |
564s | him. |
564s | This gives me an added benefit to trying to recover |
567s | because if I lose all of my other options like |
570s | my air dodge or my jump, then I'm just a |
572s | sitting duck off stage and I won't be able to |
575s | make it back. |
576s | This also defends me against opponents that want to try |
579s | to edge guard me off of the stage. |
581s | Now if I throw this and I decide I want |
584s | a combo, I can reel in, use my up special, |
586s | and of course use my up air as demonstrated earlier. |
590s | But this time it is off of the side special. |
593s | And as you see, once you use that side special, |
595s | you have to wait for it to come back. |
597s | So be very, very careful about when you use it, |
600s | how much you use it, and if it will be |
602s | back in time in order for you to use it |
605s | again because it has quite the weight to it almost. |
608s | Here's another demonstration of side special in action, but in |
612s | a little bit of a different way. |
614s | I throw it out, hit my opponent up, teleport to |
617s | them, and as you can see, I'm much closer to |
620s | the top blast zone this time around, which allows for |
623s | some interesting conversions and combos based off of that move |
627s | alone that she typically wouldn't get otherwise because the dagger |
631s | is not placed onto the opponent. |
634s | In other news, you you don't only have to finish |
637s | that by using an upward aerial move. |
639s | I could throw the dagger on, knock my opponent up, |
642s | teleport to it up special and use my forward aerial |
646s | or side aerial rather to be able to hit the |
649s | opponent and kill them off the side as well. |
652s | So she has the ability to not only threaten vertical |
655s | kill pressure with that move, but she has the ability |
657s | to also threaten horizontal kill pressure with that move as |
660s | well. |
661s | So meaning in the heat of a battle, you don't |
663s | necessarily have to always be willing to just teleport to |
666s | it immediately because it's sticking to the opponent for quite |
670s | some time as you can see. |
671s | And that just allows you to basically pick and choose |
675s | for a brief period of time more than you think |
678s | when you apply the pressure of using that move. |
682s | Keep this in mind though, there is a drawback. |
685s | If my opponent is prepared to hit me, they are |
688s | able to actually punish me while I'm reeling into them |
692s | with the move, which makes it so that I don't |
695s | get the reward that I want from it and they're |
698s | able to hit me. |
703s | If you do not have your sideward special up, you |
706s | are actually able to use a different sideward special that |
709s | also has the ability to break armor. |
712s | Moves that are typically colored in purple like that do |
715s | have armor breaking capabilities, so if you are fighting a |
718s | character that has armor like Wonder Woman or Steven, you |
721s | are able to use that move to pierce through their |
723s | armor immediately. |
725s | On another note, if you do have your side special |
727s | up, you can actually throw it to an ally and |
730s | it will not damage them, but you can use it |
732s | to teleport straight to them. |
734s | Arya's neutral special is one of the coolest things about |
738s | the character entirely, as it is a gameplay defining mechanic |
742s | for her. |
743s | Arya has the ability to take the abilities of her |
747s | opponents. |
748s | Now what abilities you get are set, but per character |
753s | they're random. |
754s | So for some characters you might get their upward attack, |
757s | and for other characters you might get their downward attack. |
761s | But let's say for Bugs Bunny, right? |
763s | I have his dash attack when I steal his face |
766s | when I'm on the ground, I can use dash attack. |
769s | But if I decide to do this again and I |
773s | jump and use a move, I have his upward aerial. |
777s | Now you can see the creativity and the utility that |
780s | comes together when you're blending 2 characters move sets together. |
784s | So again, as you can see on the ground, it |
787s | will be the same thing as before. |
789s | I steal his face, I do dash attack. |
793s | This will never change. |
794s | I will never get any of other of Bugs Bunny's |
796s | other moves. |
797s | And it is the same thing in the air. |
799s | I will have that upward attack every single time. |
802s | Even if we go into another match and I fight |
804s | another Bugs Bunny, it will always be those moves for |
807s | Bugs Bunny. |
808s | But for another character, instead of getting dash attack, you |
811s | might get something else. |
812s | And This is why you should experiment as Arya, because |
815s | depending on what character you're fighting, you're able to get |
818s | some pretty cool and unique conversions out of their move |
820s | set. |
822s | Arya's down special allows her to sharpen her blade. |
825s | If she does this, she's able to crack through and |
828s | pierce armor immediately off of 1 melee attack. |
831s | Arya's specials on the ground are often resembled in the |
834s | air as well-being able to jump and throw your dagger |
837s | at an opponent and teleport to it is just one |
840s | thing she can do. |
841s | And if Arya's in a situation where she needs to |
843s | land, she can actually use her down special in the |
846s | air, not only to grant that buff to her blade |
849s | as explained before, but it allows her to stall in |
851s | the air, which allows her to mix up opponents as |
854s | she's trying to land to the ground if they're trying |
857s | to hit her while she's coming down. |
859s | Neutral special in the air is a little bit tricky |
861s | because you will have to intercept your opponent in the |
864s | air to grab them. |
865s | But to make this easier, I'll show you that you |
868s | can just do up special into neutral special and it |
871s | will link together so you're able to steal a face. |
875s | Upward special in the air is also a tricky one, |
877s | but there is some great utility for it. |
879s | As you see it lunges her forward, so it's great |
882s | as a recovery option to get back to the wall. |
884s | But what if I told you you could use this |
886s | to also threaten the position of your opponent while they're |
889s | above you? |
890s | Here I'm going to charge an upward attack and then |
892s | I'm going to follow Wonder Woman. |
894s | And if she chooses to air dodge, I'm actually going |
897s | to punish her with the upward special into a KO. |
901s | So let's see how this pans out. |
909s | So just to be clear and concise, here are the |
911s | options that you can use to just kill Azaria straight |
914s | up. |
915s | You have her neutral attack. |
920s | You have your forward air, you have down attack and |
928s | dash attack to top it off as a kill option. |
936s | Now this isn't to say that other moves can't kill |
938s | like our upward aerial, but those are more situational. |
941s | What I wanted to show you is just some basic |
944s | moves that you could use by themselves in order to |
946s | score the ring out. |
948s | Not to say that we won't get into the complicated |
951s | stuff. |
952s | So without further ado, we are actually going to start |
955s | going over some combos. |
961s | One simple combo, as showed before, is jab one and |
965s | two up special. |
966s | You're able to link these together so you can score |
969s | your upward aerial and so you can score your forward |
972s | aerial, which is very good at the ledge. |
975s | Or even if I knocked my opponent off stage, if |
978s | I'm able to catch them with the up special, I'm |
981s | able to link into a forward aerial or an upward |
984s | aerial. |
984s | So you always want to be aggressive off stage to |
987s | try to hit your opponent so you can land a |
990s | KO even earlier. |
992s | Another one that you can do is jab 1 into |
994s | this move. |
995s | So I'm able to do my down attack right after |
998s | my jab 1 as a mix up. |
999s | A lot of people, because of how fast this is, |
1002s | won't see this coming and you're able to actually knock |
1005s | them away as you can see because this move has |
1008s | a lot of knock back. |
1009s | So even if you're not looking for a kill necessarily |
1012s | with this move, just treat it as a mix up |
1014s | that, while isn't actually guaranteed, is a good way to |
1018s | throw off your opponent and keep them guessing. |
1021s | Another combo you can do is neutral air into side |
1024s | attack one, into up air. |
1026s | Another combo you can do is neutral air into side |
1030s | attack into up special into up air. |
1034s | Neutral air is a great combo starter. |
1036s | So just keep in mind you can approach your opponents |
1039s | with this move. |
1040s | You just have to land into them with a fast |
1042s | fall. |
1043s | And to do a fast fall all you do is |
1045s | jump and hold the down button or even press the |
1048s | down button. |
1048s | But if you let it go, your character will return |
1051s | to a normal fall speed. |
1053s | But the longer you hold it down, they'll fall faster. |
1056s | So when I'm doing this, I'm holding down the entire |
1059s | time while also pressing the neutral attack button so I'm |
1063s | able to catch my opponent very quickly. |
1066s | This is how I do a lot of aerials if |
1068s | I want to get down to the ground to hit |
1070s | my opponent if they are not in the air. |
1073s | As stated before, face steal is a core component of |
1077s | Arya's game. |
1078s | You're going to want to implement face steal as much |
1080s | as possible. |
1081s | Typically in a match when using Arya, it's very good |
1084s | to steal your opponent's face, and you don't even have |
1087s | to use it immediately. |
1088s | You can hold this for as long as you want, |
1090s | so when you're ready to use it, you can actually |
1092s | use it. |
1093s | You don't even need to use it strictly on the |
1096s | basis of trying to combo into it. |
1098s | So for example, if I wanted to approach my opponent, |
1100s | I can actually just jump at them and use the |
1103s | move that they gave me. |
1104s | In this case, we have Wonder Woman's upward air. |
1106s | So therefore if I wanted to, I could just do |
1109s | that. |
1110s | Or if I want to actually take her out of |
1113s | the game and actually KO her, I can combo into |
1117s | it with side attack into up special into the face |
1121s | still button again, so your neutral special button again, which |
1126s | will send her to the top blast zone. |
1129s | But I want to reiterate again, remember, depending on who |
1133s | you fight is what move you're going to get. |
1136s | Not every move is going to be the same kind |
1138s | of move. |
1139s | So study up on all of your opponents. |
1141s | Here are a few more examples of other things you |
1144s | can do with face steal, depending on the character you |
1147s | fight. |
1148s | Here's another combo that you can get off of face |
1150s | steal. |
1151s | So once you do side attack and the face steal, |
1153s | you don't actually have to stop attacking your opponent. |
1156s | You're able to finish your side attack right after by |
1158s | starting it up again and hitting with the second part |
1161s | of it. |
1161s | So watch this again. |
1166s | Now we can actually take it a step further. |
1168s | As you see, I have on the mask of Garnet. |
1172s | Therefore, if I want to actually lead into a combo |
1175s | that could potentially ring her out, I would do something |
1179s | a little like this. |
1182s | That's just for starters. |
1184s | Now what if I see an opportunity where Garnet is |
1187s | at ring out percent and I feel like I can |
1190s | actually ring her out immediately, but I don't have her |
1193s | mask and I want to do it with her ability. |
1196s | The combo will go a little something like this. |
1203s | All guaranteed. |
1204s | If you want to take it a step further for |
1206s | some extra damage, you can actually do something like this. |
1213s | All guaranteed even while stealing the face. |
1217s | Therefore, when you steal someone's face, it doesn't have to |
1220s | be the end of your advantage state. |
1223s | You're actually able to push advantage state even harder by |
1226s | continuing the combo by branching into your side attack again, |
1230s | then into your up attack. |
1232s | You can get really creative with how you're able to |
1235s | maintain pressure while also threatening using your opponent's moves against |
1239s | them. |
1240s | And that is the unique, yet really, really strong aspect |
1243s | of Arya that is unique to her character and her |
1247s | character alone. |
1248s | Now I'm going to demonstrate what Arya looks like in |
1251s | an actual match with another player. |
1255s | As things start happening in this match, I will talk |
1258s | about them. |
1258s | However, enjoy. |
1260s | Sit back and watch how this character fights in a |
1264s | 1V1 setting. |
1272s | Garnett is stuck above me and I want to keep |
1274s | her above me. |
1275s | She has none of her resources AKA her dodge or |
1278s | her jump and that's why I'm able to lock her |
1282s | in place. |
1283s | But she just touched the ground so now she's able |
1285s | to have those options. |
1286s | Again, going to wait patiently because I don't want to |
1292s | go down there and possibly lose my life. |
1297s | It's a good attempt by the garnet to try to |
1299s | grab me with that grab to the star. |
1301s | But again, Arya is about patience and knowing exactly when |
1304s | to strike. |
1305s | And because the Garnet sat at the ledge for the |
1307s | majority of the time, I was able to catch her |
1309s | landing with a dash attack and actually take her stop |
1312s | first. |
1312s | Just going to play it slow. |
1317s | I have a sword, so even if I feel like |
1320s | I'm too far away, I might have enough space to |
1323s | actually catch her. |
1326s | She missed those punches. |
1327s | I'm able to follow up and steal her face in |
1330s | the meantime, and this is going to prove really useful |
1333s | for me as her damage starts to increase because she's |
1336s | approaching the damage where I'm able to actually use her. |
1339s | Move against her and take her. |
1346s | Pacing back and forth to not get hit, Catch her |
1349s | but I don't actually convert. |
1352s | Pop her up, dodge the gauntlets. |
1356s | Almost was able to ring her out. |
1358s | One more of those will definitely do it. |
1362s | Going to dodge these movements, catch the conversion off of |
1366s | the face steal. |
1367s | Still still not enough, but if I do side attack |
1370s | one into neutral special again, she will definitely get rung |
1373s | out. |
1375s | And that almost did it. |
1376s | But the neutral special actually traded with her rapid jabs |
1380s | so she's going to still remain alive. |
1384s | Misses me with that uppercut. |
1385s | I'm getting that dash attack, but the wall saves Garnet |
1391s | and now Garnett is at 166. |
1394s | And like I said, this is one of the weaknesses |
1396s | of Arya, where on certain stages and against certain characters |
1399s | they may survive a little bit too long, all while |
1402s | she's being super light. |
1403s | However, I'm doing a good job and not getting hit |
1406s | with any blows that might actually take me out of |
1409s | the match. |
1415s | That's it. |
1416s | The dagger was able to lead into the up special. |
1419s | The Garnet player did not react in time in order |
1421s | to punish me for doing that, and now I was |
1424s | able to get the KO immediately. |
1427s | I got knocked away, but now I'm going to actually |
1430s | sharpen my blades just in case they try to apply |
1432s | any move that might have armor I got knocked up |
1435s | into the top blast zone, and that's going to be |
1437s | it for me. |
1438s | But that's only one life. |
1439s | I'm actually doing relatively well right now, but I have |
1442s | to be careful and take my time versus Garnets projectiles |
1445s | because if I run in too fast and take too |
1447s | much damage, that could be a problem. |
1451s | That's good damage. |
1454s | Punish that air dodge. Garnet player tried to parry again |
1457s | and got one successful parry already, but I was able |
1461s | to watch out and beat the next one. |
1467s | I use that to cancel my momentum so I don't |
1469s | go any further to the right. |
1470s | I don't want to go too close to the blast |
1472s | zone. |
1474s | Good parry. |
1476s | I get punished, but I still do not die, and |
1478s | that's what's very important. |
1479s | I want to try to survive as much as possible, |
1482s | but since I tried to land on the Garnet player, |
1485s | I actually got hit and died immediately. |
1491s | A nice dodge to that move and to get an |
1493s | attack out at the same time. |
1494s | Going to do that again to dodge the gauntlets. |
1502s | Not going to be enough. |
1503s | And I couldn't actually charge my forward air in that |
1505s | sequence because I wouldn't have had enough time to make |
1508s | it true. |
1509s | The Garnet player would have been able to air dodge |
1511s | and that's not what we want. |
1513s | Going to go ahead and convert off of that for |
1515s | a kill. |
1516s | And the way I did that was I adjusted the |
1519s | combo. |
1520s | What I did was I did side attack into face |
1523s | steal, then I rolled and immediately hit side attack again |
1527s | very early. |
1527s | That way, I would be able to go into the |
1530s | neutral special again with the copied move and take her |
1533s | out of the match. |
1534s | And that is what Arya can look like in a |
1537s | game against another person, whether it be competitive or casual. |
1543s | If you're able to practice this character as much as |
1546s | possible, you can replicate some of the things I did |
1548s | in that match. |
1550s | So overall, everybody, I hope you enjoyed that match. |
1553s | This is how you play Arya Stark from the Game |
1557s | of Thrones series in Multiverses. |
1560s | She is a very good character, but she also is |
1563s | a character that is not without any weaknesses. |
1566s | There is a lot of expression in how to play |
1568s | this character and how to pretty much stylize her into |
1570s | something of your own. |
1572s | So I advise you to pretty much craft your own |
1574s | way of playing her. |
1576s | But you can use these tips to get a head |
1578s | start on some of the best ways to use her |
1581s | in some ways where you can pick and take what |
1584s | you want to do to pretty much stylize your own |
1587s | way of making Arya Stark play in a way that |
1589s | works for you best. |
1591s | I recommend this character to all levels, despite me feeling |
1594s | like she might be an intermediate level character. |
1597s | However, if you are a fan, you should play Arya |
1600s | Stark. |
1600s | She's a great character and I would love to see |
1603s | what you all do with her in Multiverses. |
1606s | This is your community manager over at Player First Games |
1609s | and the Nakat signing out. |
1611s | Thank you so much for watching, I greatly appreciate it. |
1614s | Let me know what you think in the comment section |
1617s | below if you have any more questions and if you |
1619s | would like to see more character guides like this. |
1622s | Appreciate you watching, take it easy. |