_::Yonny's Counter Psychological Tactics::_


 Topic: _::Yonny's Counter Psychological Tactics::_
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  Posted on December 2, 2009 23:51
Yondaime10101
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#1
_XXX_YONDAIME10101'S_COUNTER_PSYCHOLOGICAL_TACTICS_STRATEGY_GUIDE_XXX_

I would like to start off by saying this guide is beneficial to beginner players and expert players alike. In this guide I hope you pick up a few tricks and learn the true brilliance of counter characters.

Counter is the game of the mind.

_vvv_Table_of_Contents_vvv_

1. Description of Counter/Reflect
----------a. Technical Definition
2. Psychology
----------a. Definition
----------b. Strategy One (The Direct Approach)
----------c. Strategy Two (Reverse Psychology)
----------d. Strategy Three (The Second Reverse)
----------e. Strategy Four (Brilliant Unpredictability)
3. Counter/Reflect characters
----------a. Counter Characters
---------------------------+ Itachi (BD)
---------------------------+ Zaku
---------------------------+ Gai
---------------------------+ Kidoumaru
---------------------------+ TenTen S
---------------------------+ Kankuro S
---------------------------+ Yamato S
---------------------------+ Shino S
---------------------------+ Chouji S
---------------------------+ Neji S
---------------------------+ Lee
---------------------------+ Hayate
---------------------------+ Bee S
---------------------------+ Ao S
---------------------------+ Sennin Naruto S
---------------------------+ Sasuke S
---------------------------+ Karin S
---------------------------+ Deva S
----------b. Reflective Characters
---------------------------+ Hidan S
---------------------------+ Kakashi
---------------------------+ Itachi (BD)
---------------------------+ Inoichi S
---------------------------+ Fu S
---------------------------+ Jiraiya S
---------------------------+ Preta S
----------c. Invisible Reaction Characters
---------------------------+ Kurenai
---------------------------+ Kabuto
---------------------------+ Jiraiya S
---------------------------+ Itachi S
---------------------------+ Deva S
----------d. Invisible Negation Characters
---------------------------+ Iruka
---------------------------+ Naruto S
---------------------------+ Danzo S
---------------------------+ Itachi S
4. Additional Tips and Tricks
----------a. Time Bar
----------b. Read Your Opponent
----------c. Breaking Through First Skill Only
----------d. Layering

1._vvv_Counter_and_Reflect_vvv_

----------a. Technical Definitions

Counter- To use one skill to oppose another skill, and thus negating the first from taking effect.
Reflect- To return an attack to the opponent.
Invisible Reaction- To react invisibly to an enemy skill. This reaction can be offensive.
Invisible Negation- To ignore skills, effects, or damage without notice.

2. _vvv_Counter_Psychological_Strategies_vvv_

----------a. Strategy One
The Direct Approach

Mindset Difficulty: Beginner
Explanation: This is a common and well-known approach using counter. Strat 1 employs directly using counters to protect your team from threat. Works best on beginner players and lower levels.
Examples:
Situation 1: You have Zaku and on your first turn you get a bloodline chakra, your opponent has Temari and Kankuro (prepped). You use Zaku's counter to protect your team against the AoE that you guess more then likely will occur. Temari's Summoning is countered successfully.
Situation 2: Gaara coffins one of your characters, you have Itachi BD and a genjutsu chakra in your pool. You use genjutsu finger on Gaara to protect your coffined character from death. Gaara is countered or doesn't attack out of counter wariness.


[[[[[[[[[[[[[[Screens]:
-Situation 1:
Screen 1
Screen 2

-Situation 2:
Screen 1

----------b. Strategy Two
Reverse Psychology

Mindset Difficulty: Intermediate
Explanation: Used by majority of players this strategy is essentially doing the opposite of what is expected. Works best in middle and semi-high leveled opponents.
Examples:
Situation 1: Sasuke uses Sharingan on one of your allies. Employing reverse psychology, instead of placing Zaku's counter on the character now Sharinganed you instead place it on your other ally character. Your opponent hesitates to attack Sasuke's target, wary of Zaku's counter and instead uses his other teammates to attack your other ally. Your opponent is countered.
Situation 2: You have Yamato on your team and your opponent has a full AoE team. Your opponent on his 1st turn does nothing. On your 1st turn you do nothing as well, even though you have a bloodline and genjustu chakra to set Yamato's counter. On your opponent's 2nd turn he hesitates to attack believing Yamato's counter was used and opts to do nothing once more. Pretending not to be one to use counters, you attack one of his characters and set Yamato's counter. Your opponent attacks and is successfully countered.


[[[[[[[[[[[[[[Screens]:
-Situation 1:
Screen 1
Screen 2

-Situation 2:
Screen 1
Screen 2
Screen 3

----------c. Strategy Three
The Second Reverse

Mindset Difficulty: Experienced Intermediate
Explanation: Used by a small handful of players, it results in the same situation as Strategy One but through a different thought process. Knowing your opponent is expecting Reverse Psychology, you apply a second reverse and apply your counter directly.
Examples:
Situation 1: On your turn you know that your opponent thinks you're smart and will employ reverse psychology to place your Zaku's counter on your Tayuya. Knowing this you instead place it on your Deidara. Your opponent attacks Deidara and is countered.
Situation 2: Your opponent thinks your going to use reverse psychology and you know it. Instead of placing your Itachi BD's counter on the unobvious Aoba you instead place it on the obvious Gaara. Gaara attempts to kill your coffined character and is countered.


[[[[[[[[[[[[[[Screens]:
-Situation 1:
Screen 1
Screen 2

-Situation 2:
Screen 1
Screen 2

----------d. Strategy Four
Brilliantly Unpredictable

Difficulty: Advanced
Explanation: This strategy is labeled advanced for the necessary skill in reading your opponent and decision making needed to pull this off. This strategy is used very rarely by players and only works on over thinking opponents. With that said, this strategy requires a bit of luck, however, the luck factor is decreased depending on how well you know or can read your opponent. The key to using this strategy is being unpredictable however you do so by reading your opponent. It is to be inconsistent, but to be wisely inconsistent.
Example:
Notice- This example is outdated. Lee S's counter was used on any ally and all melee skills were countered. Enemies countered also took 30 damage. You can still clearly decipher the idea here.
Situation 1: You're using Zaku, Lee S, and Itachi. You opponent is using Kyuubi Naruto, Dosu, and Baki. He goes first and preps Dosu. On your turn, you do nothing. It's your opponent's turn, he hesitates in fear of a possible counter and uses Baki's ranged attack of 40 on Zaku to be safe. On you turn you place Itachi's affliction on his Kyuubi Naruto and end you turn again. Your opponent believes you were tricking him thinking you used counters on your turn, and he decides to simply heal his Kyuubi this turn. On your turn you place Itachi's stun on his Baki and place Lee S's counter on your Zaku (60HP). Your opponent finally attacks again with both Dosu and Kyuubi Naruto. Dosu's attack is countered while Kyuubi's Rasengan hits your Itachi (60HP). You heal your characters with Lee S (75, 75, 100) and do nothing. Your opponent is now more wary of Zaku's counter and attacks him with Kyuubi's affliction. On your turn you place Lee S's counter on your Itachi and Zaku's counter on Lee S, and invul your Itachi to physical skills. Your opponent attacks Itachi with a Rasengan and Lee S with Dosu. Both are countered.

End Result
Zaku 60 HP, Itachi 75 HP, Lee S 100 HP (Team 1's Turn)
vs
Kyuubi Naruto 21 HP Dosu 70 Baki 100 HP
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  Posted on December 2, 2009 23:52
Yondaime10101
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#2
3._vvv_Counter_and_Reflect_Characters_vvv_

----------a.Counter Characters

Itachi (BD) - Finger Genjutsu
Counter - Offensive [10 DMG], Opponent Target, Offensive Skills Only, Chakra Gain, Visible
Description: Itachi affects one enemy with Finger Genjutsu for 1 turn. If the affected enemy uses any skill on Itachi Body Double (S) or his allies that skill will be countered and that enemy will take 10 damage and Itachi Body Double (S) will gain 1 genjutsu chakra. The target of this skill is invisible.
Cooldown: 1
Cost: 1 Gen
Explanation: Itachi (BD) has one of the most versatile and psychological counters in the game. Although visible, it can easily make your opponent hesitant and because of this, works amazingly well for Strategy Two. More advanced mind play is limited due to its visible nature.

Zaku - Wall of Air
Counter - Ally Only, First Skill Only, Non-mental Only, Invisible
Description: Zaku alters his air wave to protect one ally for 1 turn. The first enemy melee or ranged skill used on this ally is countered. Enemy mental skills are unaffected by Wall of Air. This skill is invisible.
Cooldown: 1
Cost: 1 Blood
Explanation:My personal favorite counter character for his strong suit in Strategy One for streaking in the lower levels. Highly versatile because of the large role in support he can play within a team, cost efficiency, and low cooldown. His counter works for all strategies mentioned. Notably works very well against AoE characters due to his low cost, low cooldown, and 100% coverage protection versus counter-able AoE skills. It is important to note though he only counters the first skill. Many do not take this into consideration.

Gai - Counter Punch
Counter - Offensive [30 DMG], Opponent Target, Offensive Skills Only, Invisible
Description: Gai singles out one enemy to counter attack. If that enemy uses a skill the following turn on Gai or any of his allies, that skill will be countered and that enemy will take 30 damage. This skill is invisible
Cooldown: 2
Cost: 1 Tai
Explanation: One of the best counters in the game. Low cost, offensive, and invisible. In exchange for its amazing capabilities however, it has a 2 turn cooldown, which isn't too shabby. Not only can he give you a clear head start in the beginning of a match but he can also do well in mind foreplay, although because of the cooldown it can be a tad more difficult to pull off. He works incredibly well for all strategies.

Kidoumaru - Spider Web
Counter - Self-Applied, 2-Turn Stun, Melee Skills Only, Invisible
Description: If an enemy uses a melee skill on Kidoumaru for 1 turn that skill will be countered. This skill is invisible. The countered enemy will have their physical or melee skills stunned for 2 turns*.
Cooldown: 1
Cost: 1 Blood
Explanation: Not the best counter, but certainly not the worst. It's a bit more situational since it only counters melee, however it makes Kidoumaru highly defensive, and in the face of AoE melee, a great asset. Downsides are that it can't be employed in too much mind play at all, because it is predictable and often avoided. The 2-turn stun can make it worth risking though, especially because it can stun a good number of characters.

TenTen S - Chain Spin
Counter - Self-Applied, First Skill Only, Ranged Physical Only, Invisible
Description: By spinning her chain Tenten (S) will counter the first enemy ranged physical skill that targets her for 1 turn. This skill is invisible to enemies.
Cooldown: 2
Cost: 1 Random
Explanation: Mind play is minimal for this counter, mostly because it's so specific, and not only that but it also carries a 2 turn cooldown. It isn't a bad counter though, so don't get me wrong, if you are meeting some bloodthirsty AoE especially in the lower levels, pulling her out can be a thrill. The cost is nice for her counter, so you can risk using her skill more often than not.

Kankuro S - Kuroari Trap
Counter - Self Offensive Improvement, Opponent Target, Offensive Skills Only, Invisible
Description: Kankuro(s) uses his puppet Kuroari to trap an enemy, countering any offensive skill they use for 1 turn. If countered that enemy will take 300% more damage from Karasu Knives the following turn. This skill is invisible until triggered.
Cooldown: 3
Cost: 1 Random
Explanation: A three turn cooldown says it all, it's a highly risky counter. Not the greatest counter because of that, if you're looking for a good support though with low costs. He's probably your guy.

Yamato S - Wood Clone
Counter - Offensive [20 DMG], Ally Only, 25 DD Gain, First Skill Only, Physical/Chakra Skills Only, Invisible
Description: Yamato (S) protects one ally with a clone of wood for 1 turn, countering one enemy skill that is physical or chakra. The countered enemy takes 20 damage. The protected ally gains 25 destructible defense. This skill is invisible.
Cooldown: 2
Cost: 1 Blood 1 Random
Explanation: When using Yamato's skill note that you only gain the benefits of damage and ally DD if the counter is successful. With that said, the great benefits from a successful counter is worth the cost of this one. The cooldown isn't bad as well when noting by that time you'll probably have a blood and gen chakra. The counter is costly and has less frequent counter capabilities, however it's highly strategic when factoring in the benefits from a successful counter.

Shino S - Insect Barricade
Counter - Offensive [20 DMG], Ally or Self-Applied, First Skill Only, Chakra Gain, Invisible
Description: Manipulating his bugs at will, Shino(s) goes defensive protecting one ally or himself. For 1 turn, the first enemy skill used on that ally will be countered, Shino(s) will gain 1 bloodline chakra, and that enemy will take 20 damage. This skill is invisible.
Cooldown: 3
Cost: 1 Blood 1 Random
Explanation: This counter can be incredibly troublesome for the opponent simply because they can't avoid it by attacking Shino S himself, because even he may have the counter protecting him. It counters all skills to so no offensive skill can avoid this without taking a chance of hitting it, but keep in mind it only counters the first skill. Thus the counter allows you a lot of room for choice and psychological manipulation of your opponent.

Chouji S - Spiked Meat Tank
Counter- Offensive [20 DMG], Ally or Self-Applied, Melee Skills Only, Invisible
Description: Chouji(s) protects one ally or himself and will counter enemy melee skills used on the target for 1 turn. The countered enemy will take 20 damage. This skill is invisible.
Cooldown: 1
Cost: 1 Blood
Explanation: Not a well known character for counter simply because his other skills are weakened when left in his un-prepped state. His counter can be put to good use though when facing melee spike or AoE melee. Not much to be said about this one.

Neji S - Chakra Disruption
Counter - Self-Applied, Chakra Gain [Sucessful], Chakra Only, Invisible
Description: By leaking chakra from each of his chakra nodes Neji (S) will counter any enemy chakra skills used against him for 1 turn. If a skill is countered Neji (S) will gain a random chakra. This skill is invisible.
Cooldown: 2
Cost: 1 Blood
Explanation: His is a counter is one that is highly situational. The counter only works on beginner characters most often because it is easily avoided by aiming for another character or opting to use a physical, ranged, or mental skill. Not the best move out there, but it can be useful when playing lower on the ladder.

Lee - Off Balance Dodge
Counter- Prep Req., Self-Applied, Melee Skills Only, Chakra EN Addition, Invisible
Description: Lee counters all enemy melee skills used on him for one turn. The melee skills of all countered enemies will cost an additional one random chakra for one turn.** This skill is invisible until triggered.
Cooldown: 2
Cost: 1 Tai
Explanation: I'll tell you right now, you won't find yourself using this too often. His counter clashes with his other offensive skill (Unpredictable Assault) and makes this counter a more thought out move due to the risk of losing an ever precious tai chakra. Now it certainly isn't useless, if you're facing Kiba or Hinata (AoE Melee), you'll be carefully using this skill to counter and disable such powerhouses. Due to the infinite 50% DR gained by drunken fist, melee spikers like CSS and Gai S pose a viable threat, but with such a counter this threat is minimized a good deal. It also deters piercing spikers from aiming at Lee when aware of his counter.

Hayate - Eavesdrop
Counter- Self-Applied, First Skill Only, Non-Melee Skills Only, Invisible
Description: Hayate uses eavesdrop. For 1 turn he will counter the first enemy non melee skill used on him.
Cooldown: 1
Cost: 1 Gen
Explanation: This counter now clashes with his main offensive Dance of the Cresent Moon, so when applicable and needed, it is often found a lack of chakra and luck. However, against heavily reliant ranged teams this counter can be the saving grace. Keep in mind that non-melee does not only mean ranged physical, but ranged chakra/mental as well. It is often unthoughtful of by opponents to remember his counter works for ranged mental/chakra so it can be used to that advantage. Due to it's first skill only classification, this skill will not help too much in an overwhelming spike (2 or 3 components) or tank based AoE tactics. Best for Strategy One play, and therefore easily helpful in streaking.

Bee S - Chakra Stream
Counter- Offensive [20 DMG], Self-Applied, Physical Skills Only, Invisible
Description: Killer Bee (S) uses Chakra Stream and will counter all enemy physical skills used on him for 1 turn. All countered enemies will be dealt 20 piercing damage. This skill is invisible.
Cooldown: 2
Cost: 1 Nin
Explanation: He's an AoE killer if handled properly, not only is he equipped with Kenjutsu but has an "non first skill only" counter to boot. It basically makes up for his clashy prep Kenjutsu + Offensive. Bee S is primarily targeted last with good reason. DoT skills take damage from Kenjutsu each turn, and being countered by Chakra Stream and taking a painful 20 damage on top is a daunting task. For this reason, Bee S is great for scare tactics, notably strategy Two and Four. Strategy One works great in lower levels.

Ao S - Byakugan Seal
Counter- Offensive [Cost Increase {1 Random}{2 Turn Duration}], Self-Applied, Non-Mental Skills Only, Invisible
Description: Using Byakugan Seal Ao will counter all non mental enemy skills used on him for 1 turn. All countered enemy's skills will cost 1 additional random chakra for 2 turns. This skill is invisible.
Cooldown: 2
Cost: 1 Blood
Explanation: One of the best defensive counters in the game currently. Clashes with his other defensive skill Stolen Byakugan, but his counter is often more preferred. Highly encompassing of classes and not limited to the first skill, it makes this blood/gen supporter character one to fear. Ao S is prioritized last due to this and is thus strong in all strategies.

Sennin Naruto S - Rasengan Barrage
Counter- Prep Req., Offensive [35 DMG], Self-Applied, First Skill Only, Switch, Invisible
Description: Sennin Naruto (S) uses Rasengan Barrage. For 1 turn the first enemy skill used on Sennin Naruto (S) will be countered and the enemy countereed will take 35 damage. This skill becomes Frog Kata when used.
Cost: 1 Nin 1 Random
Cooldown: None
Explanation: Although this skill is heavily offensive, the cost and requirement for Frog Kata Kick makes it highly predictable. Works well for the lower tier, but since it's predictability is high so is its chance of unpredictability. Works well in Strategy Two.

Sasuke S - Chidori Nagashi
Counter- Offensive [10 Affliction DMG], Self-Applied, Non-Mental Only, Switch, Invisible
Description: Uchiha Sasuke (S) surrounds his body with a chidori. All non-mental enemy skills used on him for 1 turn will be countered and those enemies will take 10 affliction damage. This skill is invisible and becomes Snake Coil after being used.
Cost: 1 Nin
Cooldown: None
Explanation: One of the best self counters in the game. The only downside is the clash with his other skills. Works extremely well versus AoE and makes Sasuke S commonly prioritized last. AoE team users will cringe when seeing him as an opponent.

Karin S - Minds Eye of Kagura
Counter/Reaction- Offensive [Cost Increase {1 Random}{2 Turn Duration}], Opponent Target, Offensive v. Friendly, Invisible
Description: Karin (S) uses her chakra detection skills to predict her enemy's action. For 1 turn, if one enemy uses and offensive skill it will be countered; if that enemy uses a friendly skill, their skill costs will increase by 1 random chakra for 2 turns. This skill is invisible.
Cost: 1 Gen
Cooldown: 1
Explanation: On par if not better than Itachi BD's counter. However, Karin's counter is very different from Itachi BD in mind tricks. Itachi BD plays mind tricks with targeting choice, Karin's is both targeting choice and turn of use due to its invisible nature. She works for all strategies as well, play on both tricks well and you're golden. Note that the increase to friendly skills is an invisible reaction and not a counter, thus her mixed classification.

Deva S - Universal Pull
Counter- Offensive [25 DMG], Self-Applied, All Enemy Skill Types, First Skill Only, Switch, Invisible
Description: Deva Path Pein (S) uses Universal Pull for 1 turn. The first enemy skill used on Deva Path Pein (S) will be countered. and that enemy will be dealt 25 damage. This skill is invisible and becomes Shinra Tensei when used.
Cost: 1 Tai
Cooldown: 2
Explanation: Not the best in mind tricks, but due to having the Chakra Rod skill, Deva S typically appears as doing nothing. This makes him typically used in scare tactics but is just as good in direct approaches versus direct AoE or oncoming opposition. Chakra Rod and Universal Pull scare tactics can keep an enemy weary of attacking Deva S for turns. Use wisely.
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  Posted on December 2, 2009 23:52
Yondaime10101
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#3
----------b.Reflective Characters

Hidan S - Curse of Jashin
Reflect - Self-Applied, All Non-Mental, 2-Turn Duration, Visible
Description: Hidan (S) curses an enemy for 2 turns. During that time all enemy skills except mental skills that target Hidan will be reflected onto the targeted enemy and will ignore invulnerability. Impale may be used on the target the following 2 turns. This skill ignores invulnerability.
Cooldown: 3
Cost: 1 Gen 1 Random
Explanation: Hidan's reflective skill is one that ought to be feared by any AoE team. Most people familiar with his skill will not invoke damage upon themselves and thus it becomes more of a stall type tactic then anything since it's visible and has duration of 2 turns as opposed to 1. There is no guessing for your opponent with this skill. Works great on newer players and those unfamiliar with him.

Kakashi - Sharingan Copy
Reflect - Self-Applied, All Non-Unique, Invisible
Description: This turn any new enemy skill that targets Kakashi that is not unique will instantly be reflected back upon the enemy who used it. This skill is invisible.
Cooldown: 1
Cost: 1 Blood
Explanation: One of the best skills in the game Kakashi's sharingan is a menace in the lower fields. Most skills higher on ladder are unique, but there are times where Kakashi can hold his own in a 1 vs 2 because the opponent lack a unique skill. Strategy Four works well with this skill in the upper levels. However his reflect is indeed best for the lower levels where not only are players more unfamiliar with his capabilities but also possess less unique skills to avoid it.

Itachi (BD) - Genjutsu Reversal
Reflect - Self-Applied, All Non-Unique Chakra and Mental, 2-Turn Duration, Invisible
Description: For 2 turns if any enemy uses a chakra or mental skill which is non-unique on Itachi Body Double (S), he will reflect that skill onto the enemy who used it. This skill is invisible.
Cooldown: 3
Cost: 1 Blood 1 Gen
Explanation: Extremely situational you'll find yourself using this skill once in a blue moon. Not only is it costly and incredibly specific, it's rather a guess whether your opponent will attack him out of your team. Best for when the chances of your opponent attacking you with a non-unique chakra/mental skill are high.

Inoichi S - Mind Probe
Reflect - Self-Applied, All Non-Physical, Invisible
Description: Inoichi (S) uses Mind Probe. For 1 turn all enemy non physical skills that target Inoichi (S) will be reflected. This skill is invisible.
Cooldown: 1
Cost: 1 Gen
Explanation: Another menace for the lower fields, and a skill that can flip the game board on your opponent if it is done wisely. Inoichi can hold against chakra/mental offensive only opponents, or at least heavily reliant chakra/mental offensive. It does nto clash with his offensive, which makes it practical and easily accessible during much of the game. Works well for all strategies.

Fu S - Scarecrow Puppet
Reflect - Self-Applied, All Physical, Invisible
Description: Yamanaka Fu (S) uses Scarecrow Puppet. For 1 turn all enemy physical skills used on Fu will be reflected to the enemy that used the skill.
Cooldown: 2
Cost: 1 Gen
Explanation: Extremely useful and makes Fu often prioritized for death last. Low cost, but clashes with his main offensive skill Cursed Seal Mind Body Switch. He as a non-clash offensive skill as well, so this skill often remains applicable. All physical narrows the variety this skill can reflect. Since it is a reflect it is not really useful in dealing with AoE DoT skills, again narrowing the spectrum the reflect is useful against. There are still a number of powerful physical techniques that sway the enemy not to attack, this includes physical afflictions and physical spikers (Ex. Kankuro, Sakon, Kiba S etc.). More useful for lower fields and strategy one play, but can be used rarely and wisely on higher levels against opponent's who forget about the counter or where Fu is the last one standing.

Jiraiya S - Toad Flat Shadow Control
Reflect - Opponent Target, All Skills, Invisible
Description: Jiraiya (S) subdues one enemy and merges into their shadow, for 1 turn all enemy skills that target Jiraiya (S) will be reflected onto that enemy. This skill is invisible.
Cooldown: 3
Cost: 1 Gen 1 Random
Explanation: A non-clash reflect but it's cooldown and cost make it much less useful. It encompasses a larger variety, but unless timed correctly it's use is deterred greatly. Works best in combo with Jiraiya S's Wild Lion Mane.

Preta S - Rinnegan Reflection
Reflect - Self-Applied, All Non-Melee Skills, Invisible
Description: Preta Path Pein (S) uses Rinnegan Reflection, for 1 turn he will reflect all enemy skills that are not melee used on him back to the enemy that used the skill.
Cooldown: 2
Cost: 1 Nin 1 Random
Explanation: Works well but not that effective most often. Melee skills are stronger in damage, so reflecting ranged skills only put a stronger narrow on the range of game board flipping reflects. Comes in handy, but not much to do with it.
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  Posted on September 26, 2011 19:27
Yondaime10101
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#4
----------c.Invisible Reaction Characters

These characters are sometimes made out to be controversial counter characters because they employ similar psychological tactics that counter and reflect also utilize. I will separate them into two groups, reaction and negation.

Kurenai - Tree Bind Death
Reaction - 3-Turn Stun Reaction, Ally or Self-Applied, First Enemy Only, Ignores Invulnerability, Invisible
Description: May be used on any ally including Kurenai for 1 turn. The first enemy who uses a skill on that ally has their chakra or melee skills stunned for 3 turns.* During that time that enemy will take double damage from mental skills.* These effects ignore invulnerability and end when Kurenai dies. This skill is invisible. This skill is invisible.
Cooldown: 3
Cost:1 Gen
Explanation: Kurenai's stun reaction is low cost and no longer great against AoE characters. When using this skill keep in mind that it goes away when Kurenai dies, so using it when Kurenai is near death is not always the brightest move.

Kabuto - Temple of Nirvana
Reaction - Stun Reaction, Opponent Target, Invisible
Description: Kabuto creates a large scale genjutsu that affects all enemies for 1 turn. Any enemy who uses a skill will have their chakra or ranged skills stunned for the following turn. This skill is invisible.
Cooldown: 2
Cost: 1 Gen 1 Random
Explanation: This skill can possibly stun your entire opponent's team or none at all. When facing him most opponents will be cautious not to use all their characters on same turn, however due to the stun change they most likely won't so it's more surprising than it had been before. It has a decently low cooldown so it can be used rather frequently. Great against interruptible characters like Gaara Rehabilitated.

Jiraiya S - Wild Lion Mane
Reaction - Offensive [25 or 15 DMG], Stun Reaction, Ally or Self-Applied, Melee/Ranged Physical Only, Invisible
Description: Jiraiya (S) will protect himself or an ally for 3 turns from enemy physical skills. If an enemy uses a physical melee skill on that character they will take 25 damage*. If an enemy uses a physical ranged skill their physical or melee skills will be stunned 1 turn and take 15 damage*. This skill is invisible.
Cooldown: 2
Cost: 1 Nin
Explanation: Due to the length of duration, low cost, and invisible nature this is the best invisible reaction skill thus far. Can work well in combination with Jiraiya S's Toad Flat Shadow Control by redirecting the enemy to Jiraiya S or alternating on Jiraiya S. The stun is strongly effective on DoT physical skills, and easily dealt to AoE DoT physical combinations.

Itachi S - Crow Genjutsu
Reaction - 2-Turn Stun Reaction, Opponent Target, Invisible
Description: Using crows as a medium, Itachi (S) places a genjutsu on one enemy for 1 turn. If that enemy uses an offensive skill their chakra or ranged skills will be stunned for 2 turns. This skill is invisible and becomes Yatta Mirror during Susanoo Activation.
Cooldown: 2
Cost: 1 Gen
Explanation: Not much mind play with this skill at all. Best used early and on an opponent the stun actually effects. Using Crow Genjutsu on a character like Kiba will make you look rather idiotic. If successful, this can bind time for Itachi S to activate Susanoo without getting knocked out quickly.

Deva S - Chakra Rod
Reaction - Offensive [15 Piercing DMG], Drain Reaction, Opponent Target, Invisible
Description: Deva Path Pein (S) targets one enemy and uses Chakra Rod. When that enemy uses a skill they will be dealt 15 piercing damage and lose 1 taijutsu, bloodline or ninjutsu chakra. This skill is invisible until triggered. This skill stacks.
Cooldown: 1
Cost: 1 Random
Explanation: Not much mind play here, however when combining this with Universal Pull there is an amount of scare tactic that can be created from his seemingly do nothing stance. Use wisely, and sometimes it doesn't hurt to not move at all.

----------d.Invisible Negation Characters

These characters are sometimes made out to be controversial counter characters because they employ similar psychological tactics that counter and reflect also utilize. I will separate them into two groups, reaction and negation.

Iruka - Sheild Ally
Negation - Ally Only, Negates All Non-Piercing or Afflicting DMG, Invisible
Description: Iruka uses his own body to shield one ally. That ally gains 100% damage reduction for 1 turn. This skill is invisible.
Cooldown: 1
Cost: 1 Random
Explanation: Low cost, low cooldown, highly versatile and psychological. Iruka's shield is one of the most intimidating since he can be used in many combinations. Very little limits this invisible negation of damage. Best way to avoid it is to attack Iruka himself or to use piercing or affliction damage.

Naruto S - Mass Shadow Clones
Negation - Self-Applied, Negates All Effects and Damage, Invisible
Description: The following turn Naruto (S) does 10 damage to all enemies. During this time Naruto (S) will ignore the effects of all enemy skills. This skill is invisible and ends when Naruto (S) dies
Cooldown: 2
Cost: 1 Random
Explanation: A godly defensive negation. Cooldown is bearable however, so it's not too good. This skill doesn't tell the user if Naruto (S) was attacked that turn, so counting your opponent's charka or cooldowns and applying effectively can be very difficult in quite a few situations when using this. This skill will more often then not make an opponent take him on last.

Danzo S - Izanagi
Negation - Self-Applied, Negates All Physical Skills, Invisible
Description: Shimura Danzo (S) uses Izanagi. For 1 turn Danzo will ignore enemy physical skills and Wind Release Bullets and Baku summoning will become their alternate versions. This skill is invisible.
Cooldown: 1
Cost: 1 Blood
Explanation: First off, for countering Danzo purposes, once Izanagi is used he will most likely use Wind Release Blade (40 piercing) or Reverse Four Symbols Summon (10 Affliction [Infinite]) directly after since they are only enabled for 1 turn after Izanagi is used. Danzo is often prioritized for last due to this easily accessible negation skill, however is easily and best taken out first through spiking or chakra/mental skills. The cooldown is less on this than Naruto S's mass shadow clones, so be cautioned.

Itachi S - Yatta Mirror
Negation/Reaction - Prep Req., Offensive [Cost Increase {1 Random}{1 Turn Duration}], Self-Applied, Negates All Skills, Invisible
Description: Using the legendary sword of Susanoo, Itachi (S) ignores all enemy skills used on him for 1 turn. Any enemy that uses a new skill on him will have the cost of their skills increased by 1 random chakra for 1 turn*. This skill is invisible and becomes crow genutsu if Susanoo activation is ended.
Cooldown: 2
Cost: 1 Gen
Explanation: Due to the fact that not only does Itachi S ignores all enemy skills but increases the cost of new skills that target him during the use of Yatta Mirror this skill has a mixed class of negation and reaction. This negation skill directly clashes with his only offensive skill during Susanoo and thus it's use is somewhat damaged. However, with the growing defense of Susanoo, Yatta Mirror and deter and threaten enemies who prioritize him for a quick death. However, the prep requirement of Susanoo makes him an easy target before and just after prepping. Yatta Mirror's cost and cooldown slashes its use for much mind tricks, but due to it's harmful effects can play a nice role in scare tactic maneuvering.
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  Posted on September 26, 2011 19:27
Yondaime10101
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#5
4._vvv_Additional_Tips_And_Tricks_vvv_

----------a. Time Bar

When using most of the strategies mentioned, it is highly important to note the time bar factor. In the instance you are trying to "fake" using a counter, pressing end turn quickly is a dead giveaway of you doing nothing. You can also use the time bar to trick your opponent. Wait a long time, do nothing. Wait an average time, and again do nothing. Place a counter and quickly end you turn. More then likely he'll hit the counter, it's an important tip to note.

----------b. Read Your Opponent

When using counters, reflects and the like is is incredibly important to read your opponent. Experienced and seasoned players will often be weary of counters and the like, while newer player may barrage right into them. However, figure out how you're opponent is moving. Is he avoiding the counters? Or is he risking them? After that, it's a matter of timing how he's trying to read you as well.

----------c. Breaking Through First Skill Only

When a counter only affects the "first skill only", and you know it is possibly or most likely being used by your enemy you can break through. Trigger the "first skill only" counter with a small low cost attack with a character that can withstand any negative side effects and then spike/attack with a second character. The second attack will go through unless they are layering. Very useful for finishing off protected and near dead enemies.


----------d. Layering

This is probably one of the most rare but counter pro moves there are in this field. Most of all it is hardly ever expected. When you use a "first skill only" counter and you have another counter you can add to it...you can layer. Layering is useful when you know your enemy will try to break through your "first skill only" counter, adding a second counter as well can leave your opponent dumbstruck.

-----------------------------------------------------------------------------
I hope that you find this guide helpful. Expect a few edits and updates in the future.

Updated 9/26/2011 - Sorry for the wait on this, kept procrastinating. Hopefully I didn't miss too many fixed in balance updates. Message me if you find something missing or is now incorrect.

Also I extend a thank you to DasakeUchiha for helping me set up the screens.


Yondaime10101
g●ι●м●ρ υѕєя // LR is S.E.X. ~Is someone ladder swapping? Link me their profile- cupxat.pngHardstyle
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HUGE ADVICE wrote:
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• Ban unfair? Do not know why you're banned? Do NOT evade! Pm a Mod or Global.
• Mod breaking rules or being unjust? Pm a Global and do something about it.
  Posted on September 26, 2011 23:53
mayowas123
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#6
yonny i always knew you were a good player. and know tactics well done master well done.
EDIT: first post
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  Posted on September 27, 2011 00:44
saishippuden
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#7
Thanks for making this guide, Yonny.

You definitely helped a lot of players by making this.
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  Posted on September 27, 2011 00:45
sasukemooo
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#8
very good, good tactics :cool :cool
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  Posted on October 9, 2011 23:23
a7x_soul
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#9
One tactic you forgot.
Utlize their mindset and see how many chakras your opponent has, after that
you know if your enemy counter used or not.
This involves the skills that your opponent has, also involves preaching, try to analyze if the counter is obvious.
  Posted on October 10, 2011 22:27
tylermohan68
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#10
Thanks for the guide Yonny!
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  Posted on January 19, 2012 16:59
spike7011
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#11
Nice guide. really helps.
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  Posted on January 19, 2012 17:05
danniel3000
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#12
thanks yonny, ths was awesome, and will be a good help
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