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Nov 25th, 2015
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  1. ROUND START:
  2.  
  3. Offensive: Any clean B/C/D normal hit > OD immediately > combo > oki
  4.  
  5. pros: 3-4.5k damage,
  6. 25-30 meter gain,
  7. end with 3 burst,
  8. access to active flow burst regen to likely get a 2nd burst,
  9. guaranteed damage after OD,
  10. guaranteed(?) oki,
  11. corner carry and positioning
  12. (resource characters gain massive advantage)
  13. cons: no defensive burst
  14. no use of active flow damage boost (opponent almost dead anyway)
  15. highly crippled round 2 if round 1 does not last long enough to recover max burst
  16.  
  17. Defensive: in blockstring > OD RAID > React during pause > EA or fast button
  18.  
  19. pros: punish unsafe blockstrings
  20. opponent must respect EA or give you 2k + active flow on hit
  21. EA safe on block, 50/50 for opponent but no risk for you
  22. active flow burst regen + damage buff value
  23. end with 3 burst instead of 0
  24. pause button
  25. potential free dmg and oki
  26. cons: no defensive burst
  27. safe strings probably blow this up
  28. EA unsafe if whiffed
  29. highly crippled round 2 if round 1 does not last long enough to recover max burst
  30. no access to active flow + EA 4k super
  31.  
  32. Defensive: get hit > burst asap
  33.  
  34. pros: guaranteed momentum shift
  35. can hold burst until hit by strong starter or opponent spends 50 meter on RC
  36. active flow double value
  37. cons: predictable if always asap
  38. hard bait
  39. burst ends at 0
  40. probably only 1 burst per round
  41. late bursts probably don't get active flow value
  42.  
  43. Defensive: take first knockdown > wakeup OD > react
  44.  
  45. pros: pause button
  46. active flow double value
  47. burst end at 3
  48. OD double length
  49. similar to OD RAID
  50. cons: raw OD slow?
  51. 50/50 now less worth because you lose double OD length if they block EA
  52.  
  53. Neutral: round start > OD > play neutral
  54. pros: resource characters get double OD time to gain resource
  55. stray hit conversion is unburstable guaranteed dmg
  56. burst end at 3
  57. active flow double value
  58. long term dmg threat with resource gain
  59. cons: no combo threat
  60. no defensive burst
  61. inconsistent short term damage
  62.  
  63.  
  64. WHEN:
  65. strong offense/setplay chars:
  66. zoners:
  67. general neutral:
  68. people with dp:
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