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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