Looking for a collection of info on Sly Cooper because right now it seems he’s a bit undervalued. Personally he’s my favorite character, and I play him more than any character. I’m not going to go over a full move-list, but rather somethings that I’ve been trying out and that I have found are consistently effective. Here’s what I’ve worked out so far:
Lv2: 175 (325)
Lv3: 350 (675)
First of all, Sly isn’t a very combo-oriented character, much unlike Raiden/Dante/Kratos/etc. This does not deem him useless however. His playstyle is far different from the aforementioned characters and does take some getting used to. Since Sly isn’t a combo character, he’s used for his mobility and disruption. Instead of trying to get the hardest hitting combo with the most AP gain, you’re looking to take opponents by surprise, or confuse them. For the minimal combos he has however, a good opener is his :d:Square. It offers decent knock up for a few follow-up abilities like :f:Triangle, or :u:Square. Your overall goal, however, is to use the element of surprise, whether it be in 1v1, 2v2, or FFA. This is achieved by Sly’s use of invisibility.
It’s no secret that Sly can’t block/dodge. Instead, pressing and holding R1 renders Sly invisible. This is way cool. I won’t go too in depth with this because, let’s be honest, the mechanics are pretty obvious. Some good things to note, however, is that Sly can remain invisible while using his NSquare combo, and his Level 1 can be activated while in stealth. This makes for some wonderful opportunities to take your opponents by surprise. (I find it fun in 2v2’s to go invisible for a little while once you have level 1, and when the other team forgets about you and goes for your teammate, that’s when Murray unleashes hell).
Another MAJORLY important component of Sly is his backstab mechanic. NSquare combo is used to steal AP from your enemy and take it for yourself, but you must be behind your opponent. The AP is leeched on the second hit so make sure to do the full combo. Not only does this give you the AP that you leech, but the AP from the first hit as well (25 total [steals 20] for unstealthed, 45 total [steals 40] if stealthed). This also has AWESOME synergy with his counter (NCircle). Immediately after countering, use the backstab combo for the most effectiveness from these two unique mechanics. (This technique is especially good for shutting down Col. Radecs, and preventing them from building too much AP. You can counter his :f:Triangle (Snipe) and appear immediately behind him no matter how far away he hit you from, then take some of his AP for yourself).
Speaking of his counter, it’s also pretty damn good. It’s the only counter in the game that teleports your character behind your opponent for free combos. The two most effective uses I have found for Sly’s counter so far:
Utilizing the backstab combo (mentioned above)
Free combo into Level 1 - To do this, you have to get your Level 1 out as soon you confirm the counter. Otherwise they get their invincibility frames if you delay it too long. This is yet another extremely effective way to take somebody off-guard.
The last thing I want to touch on is how you’re going to build AP. Save the best for last, I suppose. The two highest AP-builders are your Air-:d:Square and your :f:Triangle. They both build 30 AP (nothing impressive, I know). Since Sly needs 150 AP for his level one, his AP gain can be quite grueling, but it is manageable. A basic combo for building a quick 50 AP would be :d:Square followed by :f:Triangle. Other than that, Sly is very situational. Utilize the vast array of mechanics he has to keep your opponents on their toes.
Sly’s :u:Circle (barrel) deflects projectiles. Not all of them, however, so be wary.
His :u:Triangle is EXTREMELY AMAZING. Use it all the time. Thanks to this ability, you won’t find yourself missing dodge-rolling. Just make sure to input a direction after using it, or by inputting diagonals (.:uf:Triangle/:ub:Triangle) and it will give you some awesome lateral movement.
Another really neat thing that was pointed out by wrrza is that when using :u:Triangle while facing an enemy, if you are in range you will automatically teleport directly behind your enemy. This has no buffer time, so you can use it the moment you look at the opponent. Also handy for the NSquare-NSquare backstab combo.
:f:Circle is delayed, so it can be used if you know someone is going to try and drop onto you. Use :f:Circle to get away and stun your opponent when they hit the ground.
Always try and keep your cap ( :d:Circle) somewhere on the map. That’s free AP when somebody runs over it.
THIS IS AWESOME: A point blank :d:Circle followed IMMEDIATELY with a level 1 combos. There’s a very specific timing to it, but this works midscreen or against a wall. I figured this out about a day ago and I’ve been using it for any opponents who try and stick to the corners.
Holding :u: while jumping performs a super-jump. It is cast exclusive, and is an extremely effective way for getting the hell out of someplace you don’t want to be.
Bugs I’ve Found:
While messing around in training mode, I discovered that if your NTriangle (clock) stuns the opponent while the clock is still airborne, if you *immediately *follow with a Level 1 (like, mash it out), Murray will go nowhere and simply fall on his face. In the training stages, it’s about 3-4 squares away from your opponent from when you throw the clock.
And that’s not all! Read through the replies for even more info on Sly Cooper!
Make sure to post any information you have on Sly Cooper as a response! Good luck, and practice up!