Prima Games eGuides PlayStation All-Stars Battle Royale eGuide

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PlayStation All-Stars Battle Royale eGuide Walkthrough Characters

Sir Daniel Fortesque

All-star overview

Sir Daniel is a good character to use if you like playing keep-away, attacking several enemies at once with area of effect skills, or going toe-to-toe with one opponent at a time. He’s a slow AP earner and not particularly combo-friendly, so you need to be able to get in, earn AP, and get out without allowing your foes to earn any AP by locking you into a combo. Once you have the rhythm of earning AP with Sir Daniel down, you should build up a stock of 350AP so that you can use his Level 2 Super attack, Chalice of Souls.

WHAT MAKES CHALICE OF SOULS HIS GO-TO SUPER ATTACK?

  • It comes out quickly, and Sir Daniel is protected from harm while it is active.
  • In a full match, it generally results in a triple kill every time.
  • The orbs that kill your foes automatically home in on them, giving you a breather to regroup and plot your next Attacks.

350AP SEEMS LIKE A LOT, AND SIR DANIEL DOESN’T EARN AP AS QUICKLY AS CERTAIN OTHER CHARACTERS. WHAT’S THE PLAN?

  • Use Sir Daniel’s area of effect Attacks to earn an AP bonus by attacking several characters at once.
  • Perform quick Combos worth at least 40AP.
  • Use Golden Shield for a minor AP bonus and to prevent your enemies from earning AP of their own.

Sir Daniel can be tough to get used to, but he’s a worthwhile character to learn. He is one of those characters that excels at operating on several levels at the same time. He can hammer one enemy, prepare an attack to knock another opponent away, and strike several challengers at once with an area

of effect attack shortly after. Stick to medium-close range, and essentially, be a pest. Hit enemies

even if you aren’t looking to transition into a combo just so you can harvest AP.

AT A GLANCE

Costumes

Rundown

SUPER ATTACKS

OVERVIEW

AP Level AP REQ Name Duration Unique Commands Notes
1 125 Lightning Blast Use left stick to aim before pressing Blast can be aimed , , or

Lightning Blast: Sir Daniel charges up and then releases a fast lightning bolt into the air. This is primarily an anti-air Super attack and should be used accordingly, but if Sir Daniel is at point-blank range, this Super attack can hit grounded enemies, as well. If Sir Daniel is that close to the target, however, be careful. That’s dangerous, and Sir Daniel may not be able to successfully pull the move off without being countered. This is a good move to use when other characters are fighting on platforms above Sir Daniel.

AP Level AP REQ Name Duration Unique Commands Notes
2 350 Chalice of Souls 3 seconds Immune to attacks and throws for duration

Chalice of Souls: Using Chalice of Souls during a four-player match almost guarantees a triple kill. Sir Daniel grips the chalice and raises it into the air. Red energy then skyrockets into the air and individual orbs split off, streaking toward each enemy on-screen. Upon impact, the adversary is killed. The maximum number of kills this attack can give you is three. Sir Daniel is protected from attacks and THROWS while holding the chalice, so this is a remarkably safe move to use.

AP Level AP REQ Name Duration Unique Commands Notes
3 675 Anubis Stone 12 seconds Movement OK, cannot attack Keep enemies in green field to kill

Anubis Stone: Sir Daniel takes hold of the Anubis Stone. A glowing green energy shield envelops Sir Daniel. He cannot attack while holding the Anubis Stone, but enemies that are within the energy shield for longer than a few short moments are killed. This attack lasts 12 seconds, so get Sir Daniel close to his foes and make sure that he earns his kills. Getting a triple kill may be tough if your attackers scatter, so try to position Sir Daniel so that several enemies are being killed at once. Anubis Stone has a large area of effect, but you need to make sure your challengers stay within the sphere.

THROWS

OVERVIEW

Name Command AP Penalty Properties Hit Effect Notes
The Punt Right stick 15% Unblockable; 30AP of super armor Full launch

The Punt: Sir Daniel sets the enemy up and then gives them a solid punt that rockets them into the air. Though this move fully launches the foe, Sir Daniel doesn’t have an anti-air or aerial attack fast enough to follow up on the move, so think of this throw as a good way to push enemies back when you’re feeling overcrowded.

Name Command AP Penalty Properties Hit Effect Notes
The Rake Right stick or 15% Unblockable; 30AP of super armor Eject roll

The Rake: It’s an unorthodox use of a sword, but Sir Daniel isn’t one to choose tradition over efficiency. He knocks his enemy on the head, making them woozy, then plants his sword in the ground, bends it back, and lets it go. The sword slaps the opponent hard, making them eject roll away. This is a good keep-away tool.

Name Command AP Penalty Properties Hit Effect Notes
The Stomp Right stick 15% Unblockable; 30AP of super armor Bounce

The Stomp: After bonking his enemy on the hand with the pommel of his sword, Sir Daniel then proceeds to jump up and down on the adversary several times, bouncing the enemy into the air on the last hit. Sir Daniel lands just as the foe’s invincibility frames are active, making following up on this maneuver difficult.

: SQUARE ATTACKS

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Hero Sword Slash 1 5 Can change direction between attacks by tapping or
- Hero Sword Slash 2 , 5 , See above
- Hero Sword Slash 3 , , 20 KD
2 Hero Sword Thrust 20 (tap), 30 (charge) Chargeable; charging increases distance and AP gain Butt-drop (tap); eject roll or guard break (charge) , , Cancels must be input during charge
3 Hero Sword Uppercut 20 Lift Repeatable
4 Magic Sword Spin 10 Hits in front or back Sweep Free to act once full rotation is complete

Sir Daniel strolls as he walks, and sometimes, you just need a quick burst of speed to close the distance between Sir Daniel and an enemy. When that time comes, look to Hero Sword Thrust ( ). This move can be charged for 30AP gain or tapped for 20AP. Opponents butt-drop when struck by the tapped version and eject roll after the charged version. One particularly useful aspect of this move is that Sir Daniel can cancel out of the charge by pressing , , or . If you choose to roll, then Sir Daniel rolls forward or backward at a fast speed. Use Hero Sword Thrust to create an opening where none existed before.

Hero Sword Uppercut ( ) is a reliable launcher. It lifts enemies into the air, and you can even perform it twice in a row for a basic combo. Sir Daniel is good at setting up adversaries for Attacks from other characters when he cannot follow up on his own.

Even if you aren’t in a 2v2 match, give some thought to popping foes up toward combo-heavy combatants. It’s a strategy that can easily backfire if you do it too often, but it is a workable way to make sure that the most skilled player remains outnumbered and has trouble gaining AP. Don’t be too friendly, however—only go for this strategy when one certain combatant is ruining everyone else’s day.

Since Sir Daniel’s Magic Sword Spin ( ) hits in front and behind, use it whenever Sir Daniel ends up surrounded by enemies. It sweeps on impact, lifting the attacker slightly into the air and giving you a chance to perform a 
Hero Sword Slash 3 ( , , ). Hero Sword Slash 1 ( ), Hero Sword Slash 2 ( , ), and Hero Sword Slash 3 are Sir Daniel’s basic combo Attacks that fit almost any situation.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Hero Sword Air Slam Air 20 KD Long recovery
2 Hero Sword Air Thrust Air 20 Butt-drop; lift (aerial foe)
3 Hero Sword Air Uppercut Air 30 Eject tornado
4 Magic Sword Air Spin Air 20 Butt-drop; lift (aerial foe)

You cannot charge Hero Sword Air Thrust ( ), but it’s still very useful in mid-air. It earns Sir Daniel 30AP, and he dashes forward a very short distance when performing the move. Use it to stretch out just enough to strike a distant enemy and knock them out of the air. When you hit a grounded opponent with Hero Sword Air Thrust, they’re forced into a butt-drop stagger.

To knock enemies out of the air quickly and safely, use Hero Sword Air Slam ( ). Sir Daniel’s air combo options are limited due to a lack of an aerial string that resembles Hero Sword Slash 3 ( , , ). Hero Sword Air Slam is good for preventing foes from demolishing Sir Daniel with air Combos of their own. Its range is very good, and it can strike challengers from above, below, or directly from the side.

If you’re looking for a move with a far-reaching range, look to Magic Sword Air Spin ( ). Sir Daniel traces a wide arc that can hit enemies in front, behind, and below him. Grounded targets butt-drop after being hit, and you can easily catch several adversaries at once with a single swing.

Hero Sword Air Uppercut ( ) has a smaller effective range than Magic Sword Air Spin, and Sir Daniel doesn’t travel through the air when performing it. It’s a simple mid-air attack that strikes once, earning Sir Daniel 30AP and leaving enemies in an eject tornado in the process. It’s a nice mid-air attack that can knock other combatants out of their own Combos before Sir Daniel gets hit once.

: TRIANGLE ATTACKS

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Battle Axe-a-Rang 20 Butt-drop Action OK while Axe-a-Rang in play
2 Charge! 20 Hold to run farther; absorbs projectiles with Golden Shield Butt-drop; eject roll (Golden Shield) Sir Daniel enters butt-drop state if he collides with a wall
3 Magic Bow 5 Hold to delay release Shock Fast recovery time
4 Hammer Smash 20 Hit area extends around hammer Full launch

Sir Daniel has another valuable traveling move: Charge! ( ). If you tap , Sir Daniel runs forward a short distance, roughly equivalent to transitioning from medium range to close range, and any enemy in his way butt-drops on impact. If you hold after pressing , then Sir Daniel runs even farther, the equivalent of moving from extreme long range to medium range. If you have the Golden Shield ( ) equipped, then Charge! is even more effective. Struck enemies eject roll away, and Sir Daniel can absorb projectiles while he’s running. Golden Shield makes Charge! a cornerstone of Sir Daniel’s offense, so try to use them in concert whenever possible.

Battle Axe-a-Rang ( ) is another move that’s unorthodox but effective. Sir Daniel throws a glowing battleaxe at his enemy, which returns upon impact. If Sir Daniel misses, then the Battle Axe-a-Rang has a second chance to hit the target on its return arc. You can play havoc with your foes by throwing an axe under them when they jump and waiting for it to hit them from behind before beginning your own offensive press.

Once you get Sir Daniel within close range of an enemy, use Hammer Smash ( ) to launch them into the air. This is a speedy launcher, and the slight area of effect on the Hammer Smash lets you hit your adversary and any nearby bystanders, too.

You can shock enemies with Sir Daniel’s Magic Bow ( ). Hold to delay the release of the nocked arrow. Sir Daniel recovers from this move very quickly, and you can immediately transition into further Attacks before he’s even finished putting his bow away.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Air Battle Axe-a-Rang Air 20 Butt-drop Action OK while Axe-a-Rang in play
2 Aerial Charge! Air 20 Attack active once grounded Butt-drop
3 Aerial Magic Bow Air 5 Halts forward momentum Shock
4 Hammer Drop Air 20 Hit area extends around hammer Full launch Longer startup than ground version

Sir Daniel’s Aerial Magic Bow ( ) fires remarkably fast. It’s the perfect anti-air attack, as either the arrow or the arrow’s spark on whiff can hit an enemy. Be aware of Sir Daniel’s height when you attempt to use this maneuver. If Sir Daniel is too close to the ground, he’ll land before the arrow can be fired. You can follow up with a grounded Magic Bow ( ), but the moment will have passed.

The aerial variation of Hammer Drop ( ) is best used against grounded opponents. It cannot hit jumping foes, as the attack becomes active once the hammer actually hits the ground. You can’t use it as an anti-air, but you can definitely disrupt the other combatants with this attack. Claim the high ground by finding a platform and then have Sir Daniel jump off it, aim carefully, and hit the enemies below him with a Hammer Drop.

Air Battle Axe-a-Rang ( ) functions similarly to a grounded Battle Axe-a-Rang ( ) but is a little more flexible. Since the Air Battle Axe-a-Rang seeks the shortest route back to Sir Daniel, you can pitch it over an enemy’s head, land, and then wait for the Air Battle Axe-a-Rang to strike the target’s back. This is especially useful against jumping opponents or near a wall.

You can make Sir Daniel drop out of the sky and transition directly into an attack by performing Aerial Charge! ( ). That is useful, but there’s one problem: Sir Daniel must fall to the ground before attacking. His legs spin in mid-air while he revs up so that he can sprint as soon as he touches the ground. Use Aerial Charge! very carefully, and preferably only during emergencies.

: CIRCLE ATTACKS

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Golden Shield Absorbs AP value of any three projectiles before breaking Press again to put Golden Shield away; Sir Dan enters butt-drop state on shield break
2 Green Hand 5 Hand travels forward until hitting foe or wall; creates AoE gas cloud Crumple Green Hand destroyed if attacked
3 Drumstick Toss 10 Projectile travels in tall, slow arc; creates AoE explosion
4 Dragon Potion 5~45 Creates flame carpet with four-second duration Twitch Any action Cancel OK after spitting fire

Keep a Golden Shield ( ) active for as long as Sir Daniel is fighting. It can absorb three projectiles before breaking. Sir Daniel butt-drops whenever the Golden Shield breaks, but the momentary vulnerability is worth risking, considering the benefits of the Golden Shield. Certain Attacks deal more damage or have altered properties when the Golden Shield is active, so there’s no real downside. It provides offense and defense in one package.

Drumstick Toss ( ) resembles an anti-air attack at first glance, but it’s best used to hit enemies that are below Sir Daniel’s position or dancing into and out of medium-close range. The drumstick moves so slowly that it can’t be used as an anti-air in a pinch, but that slow arc can force a grounded adversary to defend for longer than they might prefer. The explosion has a mild area of effect, as well.

Enemies crumple as soon as they touch Green Hand ( ) and its poison gas cloud. This area of effect attack is great for stealing momentum from an enemy and forcing them to either slow down or cede the advantage to you. Use it at close range to set up quick Combos, or activate Green Hand from afar to try to catch distant challengers unawares.

Sir Daniel takes a swig and spits out liquid flame when you perform Dragon Potion ( ). The flames stick to the ground at Sir Daniel’s feet, able to strike in front or behind him, and they last for four seconds. You can cancel out of the recovery animation as soon as Sir Daniel is done spitting fire. Like Magic Sword Spin ( ), this move is good for interrupting any enemies that have Sir Daniel surrounded.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Aerial Golden Shield Air Sir Dan stays in place while equipping shield See ground version
2 Green Hand Toss Air 5 Hand drops straight down before moving forward Crumple Green Hand destroyed if attacked
3 Drumstick Air Toss Air 10
4 Aerial Dragon Potion Air 4~45 Flame not active until grounded Twitch Begins dealing damage immediately once grounded

Sir Daniel hovers in mid-air for a brief moment while equipping or putting away his Aerial Golden Shield ( ). If you know that an enemy tends to counter jumping foes once they land, you can use this attack to have Sir Daniel stay in mid-air a moment longer than normal, throwing off your opponent’s rhythm and forcing them to contend with your Golden Shield. A Golden Shield equipped in mid-air thanks to Aerial Golden Shield is identical to the grounded version, so use whichever method is most efficient and safest when in a match.

Drumstick Air Toss ( ) is just as slow as its grounded variation, but it allows you to play games with timing that Sir Daniel may not be able to easily do on the ground. Use Drumstick Air Toss from the high ground, and you may even be able

to have Sir Daniel drop to ground level and begin a combo before the drumstick finally hits the ground or a nearby character. Drumstick Air Toss is good for keeping your attackers guessing and on the defensive, but it’s tough to mount an aggressive offense with this move.

Like the aerial Hammer Drop ( ), Aerial Dragon Potion ( ) isn’t active until the flame hits the ground, so it isn’t useful as an anti-air attack. It’s good for ambushes from above, though, and to squeeze a decent amount of AP out of unsuspecting enemies. Aerial Dragon Potion isn’t great at starting or ending Combos, but it’s good for extending the life of a combo or distracting foes while you move Sir Daniel into position.

COMBOS

MAIN COMBOS

Note: All combos assume your character is facing the right side of the screen.

I. Against grounded foe: ,

40AP

The AP gain on this bread and butter combo isn’t fantastic, but it’s golden considering what you have to do in this combo. Perform one Hero Sword Uppercut ( ) to lift your enemy into the air, and then perform another Hero Sword Uppercut to complete the combo. Short and sweet! If you want an extra 5AP, perform Magic Bow ( ) as soon as the opponent performs an air recovery. It won’t combo, technically, but unless your enemy blocks immediately after recovering, it should hit.

II. Against cornered foe: ,

40AP

This is a good move to utterly stop someone’s momentum. The Hammer Smash ( ) is fast enough to beat an enemy’s attack and force them into the air, while the Hero Sword Uppercut ( ) is Sir Daniel’s most essential anti-air attack. Since the opponent takes longer to fall than Sir Daniel does, regroup as soon as Hero Sword Uppercut lands, and prepare another attack for when your challenger hits the ground.

III. Against grounded foe: , , , ,

40AP

Begin this combo by equipping the Golden Shield ( ) if you don’t already have one active. After that, sweep them with a Magic Sword Spin ( ) and immediately transition into Hero Sword Slash 3 ( , , ) to complete the combo. Every hit of Hero Sword Slash 3 should hit unless your enemy is cornered. This combo leaves Sir Daniel pretty safe, too, since the Magic Sword Spin can hit foes behind and directly in front of Sir Daniel.

COMBO APPENDIX

Combo +AP Notes
x , , 45AP You must cancel into the Hero Sword Slash 3 after Sir Daniel finishes spitting flames.
(air) ,land, , , 50AP Fire the Air Battle Axe-a-Rang over your enemy's head, and then land and immediately go into Hero Sword Slash 3.

ADVANCED STRATEGIES

Use the Golden Shield ( ) to protect Sir Daniel and enhance his Attacks.

Dash by canceling out of Hero Sword Thrust ( ) by pressing or .

Sir Daniel can be awkward to use at first, but as you grow to understand how he gains AP, a natural gameplan should emerge. Sir Daniel defines the phrase “slow and steady.” He generally earns 45AP, give or take, after a combo. While this isn’t great, Sir Daniel has a number of brief combos that he can employ to quickly multiply that 45AP. Since Sir Daniel needs 125, 350, and 675 for his Level 1, Level 2, and Level 3 SUPER Attacks, respectively, you need to prioritize staying safe and earning AP at your own pace over being overly aggressive and providing a punching bag for your foes.

First of all, you need to protect Sir Daniel. Keep a Golden Shield active, and try to engage enemies from medium-close range instead of point-blank range. Maintain your distance, only dashing in to immediately attack. Dance into and out of your foe’s range, and avoid being surrounded at all costs. If you do get surrounded, perform a Magic Sword Spin ( ) to clear the area out a little. Take advantage of how Sir Daniel hangs in mid-air when equipping or putting away his Golden Shield or the forward motion inherent in his Charge! ( ) attack to change the pace of how you maneuver Sir Daniel around the level.

Once you have defense down, focus on Sir Daniel’s offense. He’s a disruptive character who works best at close, but not point-blank, range. If you can engage an enemy from around the border of medium-close range, you’ll be in good shape. Sir Daniel can quickly close that gap with an attack and then retreat to safety a split-second later.

You need breathing room to work with Sir Daniel. His most effective Super attack is Chalice of Souls, and you’re going to need 350AP to pull it off. This means that Sir Daniel is starting out behind the faster, more combo-friendly characters. It takes around eight or nine really solid combos to earn enough for that Super attack, while other players can turn around and have their characters get kills every three or four Attacks.

As a result, you need to both maximize your AP gain and minimize the AP gain of your adversaries. Use Aerial Dragon Potion ( ) and Drumstick Air Toss ( ) to keep enemies below you too busy reacting to your Attacks to strike back, and once you get Sir Daniel within striking range, use a Hammer Smash ( ) or airborne Hammer Drop ( ) to launch as many foes into the air as possible. Follow up with a Hero Sword Uppercut or Magic Bow ( ) to stack a lot of AP really quickly. Once you’ve got the AP, activate the Level 2 Super attack, and enjoy the triple kill.