Reply To: Character Position Combat Test – VitGamerMC – Kurama

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#1650
Deathdusk
Keymaster

Grades

  • Clan
    • ███ FAIR
      • Flying Raijin
        • You should avoid trying to use this to hit jutsu.
        • This jutsu is a good dodge, but you try to engage or flying raijin beside me, which makes you vulnerable.
          • Be careful about when and where you use your flying raijin.
      • Super Light Beam Kick
        • You had decent accuracy with this and I feel like it would be a fair way to engage or push me away at close-range.
        • You were easy to punish while this jutsu was active, making it easier to avoid.
      • Instant Thunder Blade
        • This jutsu was hit a little more often, but you still haven’t found a range that makes it easier for you to hit yet.
          • Try to track where I am going with your cursor as the jutsu charges to assure a hit.
      • Divine Speed
        • You tend to speed into big damage while this is active, not being careful of the jutsu I place or hit you with as you speed toward me.
        • Weird experiment, but try to angle the jutsu more toward my upper body and practice trying to hit the jutsu in chains. Your goal is to hit three of the four parts each time.
  • Chakra Nature
    • ███ BAD
      • Fire Release: Flame Cyclone
        • I did not feel like you were close to hitting this during this test.
        • You are not forcing me to use my movement jutsu so I have enough to escape most hard hitters.
        • You are not backing me into the corners of the arena or closing off exists, making it very avoidable.
      • Fire Release: Bed of Flames
        • This jutsu was hit a fair amount, felt like extra damage that could have more purpose behind it.
        • Another good tool for engaging from mid-to-close-range.
      • Fire Release: Meteor Blitz
        • You normally hit this jutsu, but it just felt like extra damage again.
        • You need to work on using this to keep me in a desired range, stopping me from evading too far or engaging too close.
      • Wind Release: Gale Palm
        • Hit this jutsu sometimes, but you also missed it a lot.
        • This jutsu allows you to take a little more control over the fight by pushing me away.
      • Wind Release: Swirling Vacuum
        • Not used well, could be used to mess up my aim.
          • Make sure I am not too close or too far as this tactic becomes less useful.
        • Could be used to keep me within a certain range, stop me from evading or engaging.
      • Wind Release: Whirlwind Fist
        • Again, you used this a lot and not that well.
        • You should use this to parry or counter oncoming damage rather than as pure damage output. You use it more often when your health gets low, and that’s not what it is for.
  • Nature Kekkei Genkai
    • ███ POOR
      • Scorch Release: Incinerating Flare
        • You still didn’t do much with this.
          • You need to play in range of me while the jutsu is charging so that I can instantly take damage when it fully activates.
            • This requires you to be aggressive, but without wasting movement jutsu.
          • You don’t want to chase me around for long while the jutsu is active, you do that a lot, and it leads to none of it hitting.
            • While in range, you can still use things to prevent me from exiting your area and to keep applying pressure, as long as you aren’t crutching.
            • Just because the jutsu is charging does not mean you stop everything and wait for it to activate.
      • Scorch Release: Super Steam Kill
        • You continuously use this too far away or make poor use of its boomerang mechanic.
          • You really need to track me with your cursor because this fires fast.
        • When the orbs return, you kind of sit there.
          • You want to walk toward me as the balls return to you, allowing you to effectively engage from mid-range and to create a barrier that punishes me for getting too close.
          • This can force me into using my movement jutsu.
      • Scorch Release: Searing Slaughter
        • You are still activating this at random, not really blocking any incoming damage.
          • You will stand in one place after the jutsu activates and I can just throw things at you with zero resistance to me doing so.
        • Sometimes I will be super far away and the jutsu won’t touch me, or when it does, I hit you with Sharingan.
  • Rank
    • ███ BAD
      • Chakra Dash, Chakra Jump & Teleportation
        • You still have some issues engaging and disengaging using this and you tend to dash or teleport in attempt to hit jutsu, which is a no-go when you need to save these for dodging and quick entry/re-entry. Try not to waste movement jutsu.
      • Ninja Art: Kunai Barrage
        • This was something you used randomly, but it felt like desperate damage. This is a good tool to push me back occasionally if I am getting too close and to disable Sharingan.
      • Substitution: Level 1, 2 & 3
        • Substitutions should be set more subtlety, giving you an opportunity to attack me by surprise. Your substitutions are still very obvious on where they are placed.
  • General
    • ███ BAD
      • Ninja Art: Explosive Kunai
        • You don’t want to use this purely for damage, you kind of went crazy on hitting explosive kunai, even though it’s far less important than the stuff above. It is extra damage, and sometimes it became your only damage.
          • Try to use this to punish me for standing still to charge chakra or for gaining distance.
      • Ninja Art: Kunai Volley
        • Just like Kunai Barrage, it felt like it was used out of desperation. Plan when you are going to use this.
      • Green Roar
        • This is good to cancel Sharingan if I am close, but it can also stop me from engaging or make me miss.
  • Ninja Tool
    • ███ FAIR
      • Paperbomb
        • Remember to throw in curveball paperbombs rarely to force me into using movement jutsu.
      • Kunai & Shuriken
        • Remember that these are for incremental damage and helping you engage, especially since you have trouble engaging.
  • Playstyle
    • ███ BAD
      • You need to have more awareness of what happens around you. You walk into oncoming jutsu a lot, many I would of missed on other players, just being hit accidentally.
      • You need to have smarter movements and substitution placements. It is impossible to be stealthy or engage well if you teleport directly in front of me or to the side of me or if I can trace where you are going.
      • You don’t have any counterplay and you tend to take or deal damage without stopping me from doing anything. You need to work on measures that prevent me from attacking you, that help you close of spaces, and that are in eaction to what I do.
      • You need to play more aggressively for many of your jutsu to hit. Don’t be afraid to close in.
  • Sequence
    • ███ BAD
      • You can keep pressure on by using jutsu that help you engage or take control of the fight. If you continuously use these jutsu, it’ll be hard for me to defend against you, and you want to make me use my movement jutsu in this process.
      • Try not to combine movement jutsu and flying raijin with attacks. It has been a big waste of those movement abilities so far.
  • Balance
    • ███ POOR
      • Your damage comes mostly from easy to hit jutsu.
        • I see you using Whirlwind Fist a lot for damage and escape, which is frustrating.
        • I see that a lot of damage comes from general shop jutsu, like Explosive Kunai, and that in tandem with Kunai Barrage, Kunai Volley, Paperbomb, and other ninja tools becomes your main source of damage, which is bad.
        • You hit some clan jutsu a bit, but there was still less importance on your overall set.
        • Flame Cyclone was used more and failed more. You don’t have enough variety to how you use this, so it ends up failing each time.
Failure
███ TWO WEEK

If you have any more questions, feel free to ask here. I am more than willing to clarify anything I have posted here. Thank you.