Character Position Combat Test – Deqster – 3rd Tsuchikage (RESET)

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  • #1125
    Deqster
    Participant
    • Full Minecraft Username: Deqster
    • Character Position: 3rd Tsuchikage
    • Clan: Hokori
    • Rank: Jounin
    • Chakra Nature Releases: Wind and Earth
    • Nature Kekkei Genkai: Magnet Release
    • This topic was modified 8 months, 2 weeks ago by Deqster.
    • This topic was modified 6 months, 3 weeks ago by Deathdusk.
    #1134
    Deathdusk
    Keymaster

    What time would you like to test?

    #1137
    Deqster
    Participant

    Saturday around 4 pm

     

    #1138
    Deathdusk
    Keymaster

    Okay, sounds good.

    #1152
    Deathdusk
    Keymaster

    Grades

    • Clan
      • ███ FAIR
        • Earth Release: Floating Rock didn’t pose as much of a threat as it should have.
          • When you did use this jutsu, it felt like it was just because everything else was on cooldown. This jutsu is a heavy slow with distracting screen shake that can be used to punish people in close proximity. You do not respond with this jutsu.
        • Earth Release: Rock Shuriken posed an effective threat and I had to spend time escaping it.
          • Think outside just extra damage when you use this.
          • When I flee the jutsu, I am definitely more vulnerable. Even though it is effective, consider how you can plan your next move while this jutsu is chasing me.
        • Earth Release: Rising Rock isn’t very threatening when it should be.
          • You often miss this jutsu and it does a good amount of damage.
          • Follow where your target is going, not where they are when you cast it. You often just aim forward and expect the jutsu to do the work for you.
          • There is a delay upon casting that you need to consider when using it. This jutsu covers mid-range for you and it is extremely effective at doing so.
        • Earth Release: Stalactite is effective, but it could be better.
          • You hit this jutsu often but it seems like you only do it for the damage.
          • You could easily use this to respond to jutsu like Sharingan or to help mitigate oncoming damage.
    • Chakra Nature
      • ███ FAIR
        • Wind Release: Swirling Vacuum was used okay, but you may need to seek more opportunities to use it
          • It is good for use in messing up my aim, which often works, and keeping me from going somewhere because of the range it can be placed. Consider using this to prevent me from advancing to you so quickly.
        • Wind Release: Gale Palm was effective at keeping me at distance.
          • It helped you put me out of range, not many complaints. It worked to what you needed to do with it.
        • Wind Release: Whirlwind Fist
          • Effective at slowing me down but you potentially cancel the slow it creates on landing by slowing directly after it. The point of chaining slows is to wait until I escape from one to another for maximum effectiveness.
        • Earth Release: Dark Swamp was often missed and you don’t take advantage of its potential range.
          • Practice aiming where your target is going, this is especially important with this jutsu.
          • Perhaps you could plant this under me when charging chakra or where I fall from leaps, may give you an opportunity to come in and attack me once it fades.
        • Earth Release: Rising Earth Spikes posed a fair threat for damage dealing.
          • Be careful that you don’t pair this jutsu with things that already cancel fall damage or else you won’t get your worth out of it.
        • Earth Release: Planet Splitter
          • Was not hit but was always very close to hitting.
          • You should invest time into seeing how large the hitbox for the jutsu is that way you’re not undersighting where it’s going to hit me.
          • Consider pressuring me around corners with the jutsu or closing off an area I am running to with it.
          • Another method of hitting it is to create a line across the field with the jutsu, covering more range than just casting it forward.
          • Try to predict movements and take advantage of times where I have no more movement jutsu.
    • Nature Kekkei Genkai
      • ███ GOOD
        • Magnet Release: Fatal Attraction, while it could be more effective, did stop my movement for a bit of time.
          • I felt pressure when this landed on me as I had no room to escape. It felt like you were sometimes planning your next move, which is a good step.
        • Magnet Release: Magnetic Prison comes easily to you, which is very good.
          • The jutsu landed almost every time you used it and it succesfully punished me when I tried to escape. I felt that this made it a lot harder for me to be effective.
        • Magnet Release: Magnetic Wall was effective, but could easily use work.
          • You would sometimes negate Sharingan by using the wall and backing away, which was nice.
          • I also felt pressured when magnet wall hit me because it allowed you to distance yourself easily in times of danger.
          • Try to find more openings where magnetic wall will apply.
    • Rank
      • ███ GOOD
        • Ninja Art: Kunai Barrage
          • You are not required to use this, but it may help in times where you need to mix things up a bit. Don’t stress over using it though.
        • Substitution
          • A substitution or two could make a difference when trying to catch someone off-guard. Don’t make where you substitute obvious and vary which ones you use.
    • General
      • ███ FAIR
        • Ninja Art: Explosive Kunai
          • Did as much extra damage as you needed, was alright, should work on your aim with it though.
        • Green Roar
          • Used well when preventing Sharingan activation, effective at diffusing tough situations.
        • Clone
          • Could’ve been used as a meat shield, sometimes.
    • Ninja Tool
      • ███ BAD
        • Senbon
          • Felt a little experimental when you tried using Senbon.
          • Could’ve been used to cancel Sharingan at far range.
        • Paperbomb
          • Effective for extra damage and throwing off aim, not used like so.
        • Kunai/Shuriken
          • Used a bit frequently to the point that it detracted from your overall performance.
    • Playstyle
      • ███ GOOD
        • I feel like your playstyle is working well for how your setup functions. You play at a range that doesn’t hurt the ability to hit your clan jutsu too much while also helping you land certain jutsu easier than others would.
        • You play aggressively when you need to and reverse out of difficult situations, which is expected.
        • Your playstyle would be more effective if you managed your jutsu better.
    • Sequence
      • ███ FAIR
        • You need to give certain jutsu like Whirlwind Fist and Dark Swamp breathing room before you play them together. You make yourself less effective by overwriting debuffs from one jutsu to another.
        • You mix jutsu that pressure me like Magnetic Prison and Magnetic Wall and your clan jutsu along with pushing me back when you need to with Gale Palm and stopping momentum with Whirlwind Fist. What you are doing right now is effective, but other things aren’t. I like that
        • I feel like you have a lack of versatility when it comes to what you use each fight. Consider mixing up the order of things you use each fight or else more fights could be like our second round where I cancelled most of the things you attempted to do.
        • I feel like a large amount of your sequence throughout the entire combat test cuts out jutsu like Dark Swamp, Planet Splitter, Rising Rock, and Magnetic Wall. Even though you said you like to find opportunities to use certain jutsu, it feels more like you habitually exclude them for fear of not finding them effective.
        • You spend a lot of time using ninja tools or general jutsu throughout the fight which may detract from your ability to hit more important jutsu in your set.
    • Balance
      • ███ POOR
        • You put too much focus into jutsu like Gale Palm, Whirlwind Fist, Stalactite, Green Roar, and especially Magnet Prison. I am often hit by Stalactite, Green Roar, and Magnet Prison three or four times a fight respectively and that energy could be saved to mitigate damage by strengthening your use of Dark Swamp and Magnetic Wall or even landing Planet Splitter with more frequence.
        • As I’ve mentioned, you often forget jutsu under the guise of finding situations where you can use certain things, but I have pointed out situations where jutsu are effective and I don’t feel that you make the best use on any of them.
        • You use a bit of kunai/shuriken which can be a waste of time when you need it the most. Please tone it down and find ninja tool that may serve you better when used less.

    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.

    #1177
    Deqster
    Participant

    Can I schedule a re-test on saturday same time

    #1185
    Deathdusk
    Keymaster

    Yes tomorrow at 4PM is okay.

    #1196
    Deqster
    Participant

    reschedule for Tuesday at 3pm if thats ok

    #1197
    Deathdusk
    Keymaster

    Grades

    • Clan
      • ███ GOOD
        • Earth Release: Floating Rock
          • You used this jutsu more frequently and it helped pin me down.
          • An effective source of slowness.
        • Earth Release: Rock Shuriken
          • Posed a good threat, fair for damage.
          • Could be used to defuse Sharingan if you take a step back when using it.
        • Earth Release: Rising Rock
          • A lot more accurate this time around.
          • Did effective damage and sometimes didn’t see it coming.
        • Earth Release: Stalactite
          • Effectively diffused Sharingan, but I provided other examples too.
          • Used a lot and it hurt your overall performance.
          • Save this not only for Sharingan but for difficult situations.
    • Chakra Nature
      • ███ FAIR
        • Wind Release: Swirling Vacuum
          • Pretty good at messing up my aim but also has other uses.
          • Try using it to keep me at distance sometimes.
        • Wind Release: Gale Palm
          • Kind of felt like extra damage, could be more effective at keeping me at range.
        • Wind Release: Whirlwind Fist
          • Effective at slowing me down and dealing damage, you do a good job at not cancelling the slow.
        • Earth Release: Dark Swamp
          • You took more advantage of this jutsu to slow me but it didn’t always feel like there was thought behind what you would do next.
        • Earth Release: Rising Earth Spikes
          • Dealt a fair amount of damage, wasn’t very memorable.
        • Earth Release: Planet Splitter
          • Hit once, but you would use the jutsu three or four times, if not more each fight and in the same way every time. We would often be in the middle of the battlefield, tossing jutsu back and forth, and you would slip it in. You need to be less predictable.
          • It would be effective at reducing the length of the fight. You already do a hefty amount of damage, but hitting this at least once or twice every other fight would make a large impact.
          • Rather than shooting it forward, you can close off corners or create a line in the middle of a firefight. You use it straight every time and it becomes easily avoidable. Even though you are normally close, it is still not close enough to hit.
          • Perhaps you planning ahead with a substitution could ensure you a Planet Splitter hit, more of a spitball, but it might work.
    • Nature Kekkei Genkai
      • ███ GOOD
        • Magnet Release: Fatal Attraction
          • You land this jutsu often.
          • You could use this to defuse Sharingan as well.
        • Magnet Release: Magnetic Prison
          • Normally effective but you can get played on at times.
          • A good source of damage and a great way to punish mobility.
        • Magnet Release: Magnetic Wall
          • Remember that this is another ability that can negate Sharingan, but be careful.
          • Felt pressured when hit by this, which is good.
    • Rank
      • ███ GOOD
        • Ninja Art: Kunai Barrage
          • Glad that you started using this more. I feel like this would probably be one of the easiest ways to defuse Sharingan without wasting opportunities given to you by your other jutsu.
            • While many things can defuse Sharingan, you need to pick one that is low cost for a high reward. This can take out two birds with one stone: giving you distance and disabling Sharingan.
        • Substitution
          • I feel like you used a few substitutions, which is nice. Make sure to place them smart or else I can play on them. Try to trick me.
    • General
      • ███ GOOD
        • Ninja Art: Explosive Kunai
          • Did a fair amount of extra damage, no complaints here.
        • Green Roar
          • Used very well for preventing Sharingan.
          • Can also prevent me from chaining abilities at you.
    • Ninja Tool
      • ███ GOOD
        • Paperbomb
          • Effective at dealing some extra damage.
        • Kunai/Shuriken
          • Used appropriately and did some extra damage for the fight, although, they were still pretty long.
    • Playstyle
      • ███ EXCELLENT
        • I feel like your playstyle is very aggressive and you know how to stay on my tail with your abilities.
        • I often feel pressured and out of mobility, which is very difficult to manage.
        • You know how to take a step back when you need to and you can run back in to deal damage.
    • Sequence
      • ███ FAIR
        • You are giving way too much priority to cycling through lower cost jutsu.
        • It feels like you want to land Planet Splitter, but not switching up your sequence makes it woefully obvious when and where you are going to use it.
        • You have a very effective sequence with slowing and punishing me at close range, forcing me to use my movements, but you never follow up with important jutsu. Our fights end up being long because you wait for that sequence of jutsu to come off cooldown, which can take a few minutes. You need to spread your low costs throughout the fight and mix in some of your higher costs.
          • This may require you to take more steps back and play slightly less aggressive. Think more, don’t try too hard to hit something you can’t when it is already too late.
    • Balance
      • ███ BAD
        • Similar to last week, you exhausted your lower cooldown jutsu very fast and didn’t balance it well with things that have higher cooldowns.
        • Dealing damage is great, but the dead period in between that is where you are most vulnerable and it becomes easy to play around you. Spread things out more.

    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.

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