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>> No.16831055 [View]
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16831055

>>16830918
Blockstrings are one of her biggest strengths, rock drills when chained right can keep an opponent in block all day, allowing for easy card farming and better crush potential. Other than that, 2c has absurdly wide 3d range and is easy to catch an opponent off-guard with, so use it copiously when you're in an awkward position. For ground footsies, her default 623 has excellent range, grazes and hits low. Punishable on rightblock, I think, so use with caution against seasoned players.

You have way too many spell cards. You will never end up using all that. You want to make your deck flexible; if you can't find the opportunity to get a spell card out, you should be using buff or skill cards instead when your opponent is knocked down or far enough away. Remember, any time that your deck is full(and arguably that you're not trying to get off a 5-card spell), you're wasting any more card credit you get. You want to put use to that credit, no matter what form it takes; spells are not the only way to do so.

Here's my deck. Pennies make a great way to escape out of pressure and if nothing else can act as fodder for spell cards. You don't actually need that many spells; I recommend no more than 5. For Tenshi in particular, I feel a lot of her spells are actually not that amazing, so filling your deck up with lots of buff and skill cards is advised.

World Creation Press is a high damaging reversal card that can be chained from 5a or corner dial a and also serves as anti-air, highly multi-purpose card. Beware on whiff as somewhat punishable.

State of Enlightenment is a good card which gives you super armor at the expense of your block so you can do whatever the fuck you want for the duration. Lets you go on offense without fear of getting stuck in hitstun, allowing you to put use to your stunlocking abilities and go for guard crushes, best used when they're low on spirit so as to make it difficult to counter-attack and easier to crush; beware of melee spell attacks as you will not be able to protect yourself from them without being able to block. Similarly, do not use this card when you're low on health as it's a great way to get yourself killed.

Sword of Swagger is a great combo card, probably her only good one that is less reliant on specific hits to chain into. Not infinite range but certainly much better than any other melee spells she has. Pretty much solely a combo card with no other uses.

Sword of Divine Justice: See World Creation Press but without the big rock at the end.

That's about all that's good, the rest aren't that worth it. Scarlet Weather Rhapsody is too slow to combo off of anything except a counterhit wallslam and too slow to hit anything otherwise, though it's a full reversal. It just gets grazed unless your opponent doesn't know what he's doing. Scarlet Weather Pressure makes a decent air combo ender but generally has poor damage. Sword of Unletting Soil can make a good combo card as well but has strict hit requirements. Meteorological Revelation is a good card and highly comboable but suffers on air hits as they skip on top of it and does very little damage in such a case.

As far as skill cards go... well, just find what suits you. I like the ones I have best, but everyone has different taste.

Protip: In practice mode you can press F2/F3 to fill/clear your cards. Useful for testing spells or skills.

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