Pearz's Back to skool Lesson Plan to Improve ur NA game play


 Topic: Pearz's Back to skool Lesson Plan to Improve ur NA game play
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  Posted on September 12, 2007 06:41
Pearz
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#1
Note: this guide is now render obsolete due to all the characters being changed soo maybe sumthing in here still has value but some does not. I won't be updating it cuz im lazy have fun

Well First off you mite know me might not. You mite even think I’m a nub >.> in which case why are you reading guide made by a nub? Owelz Hope you enjoy and Can Help improve your game play. Feedbacks always welcome. And it does help motivate me to create more helpful guides with feedback about enjoyment of guide ^_^

Table Of contents
Lesson 1: Correct usage of Replacement Technique
Lesson 2: Counting Chakra
Lesson 3: Good Team building
Lesson 4: Understanding Chakra Distribution Guide
Lesson 5: Move prediction
Lesson 6: Misc knowledge that might matter


If you can thoroughly understand all the concepts in this Guide, I can guarantee that you will be playing at a much higher level they you used to. Any questions ask away.
I know it’s a lot of text and long. Read them 1 lesson at a time and try to understand each topic in that order because it does kind of build on each other.



Lesson 1: Correct usage of Replacement Technique
Well you begin most players either DO NOT use there replacement tech or only use at very end of match when it makes Very Little difference.
The Best way I feel I can demonstrate correct usages is with examples.

Example
First turn Ten ten is prepped

You have 3 chakra facing a ten ten, Tayu, Haku team ( aoe stun team)

Choices: stun ten ten or if you don’t have stun
You should replace 1 char or invun 1 char some other way (zaku, asuma, Iruka block or chouji invun)

Why?
Notices That against an aoe stunner or ANY aoe Team. The goal of the team is to AOE all your chars rendering you immobilized or a quick win in case of AOE team.
By avoiding Getting full aoe stunned You can replace a char (hopefully 1 with stun or some major dmg output IE kank, css) and that player can stop there team in its tracks.
Always Always Always against these AOE teams REPLACE 1 char EVERY ROUND OR STUN 1 of THEIR crucial AOERS.

When not to use replacement:
Remer not to replace when undefendable techs are on you. Nirvana, mist, dual Pin, Dosu attack, Shika Grip.
You are Wasting Useless Chakra that could be better used elsewhere.

Don’t replace against some Solo chakra burn teams. As it wastes chakra and does nothing but help opponent.
Only reason you should replace is to avoid Hinata's attack or make Shino Drain less.

Learn To use replacement to save your crucial members of your team when you don’t have the needed chakra you want is crucial to winning game.
NEVER replace whole team unless it’s to fend off something like Gama toad because as u lose 3 chakra the other team gains 3 chakra more waiting.
It is a HUGE disadvantage to replace more then 1 member of your team. Only ever do it when totally Necessary.( you should know when that is)




Lesson 2: Counting Chakra
Counting chakra is the initial step to be able to full understand what your opponent is capable of.
The basics of Counting Chakra:
Whoever goes First starts with 1 Chakra.
After that each player is given random Chakra based on how many chars are left on there team. (EG. 3 chars 3 chakra, 2 chars 2 chakra)
It is Important to know how much chakra your opponent has.
To successfully Count it YOU MUST REMBER every move the opponent has and what chakra it costs.
By keeping track of the chakra you know that maybe CSS and kank cant both do their 60 dmg move and you can do your moves accordingly.

Remer Key to counting Chakra is knowing what move your opponent did every turn. IF you can understand what move they did, you can understand how much Chakra Remains.




Lesson 3: Good Team building
Well this is 1 Abstract Topic. But let’s hope this works.
FIRST THING TO NOTE: Hybrid teams are the BEST type of teams in Tourneys. They account for multiple situations to better your chances of winning.

Basic Team Building Strats:
1. Chakra drain
2. Aoe
3. Aoe Stun
4. Wallers
5, Spikers
6. Single Stunners

Okay first off not going to explain aoe stun, single stunner, waller teams.
Theirs only 1 type of team u can use with them and if u lose starting tempo you pretty much lost.

Okay I won’t explain how to make those teams should be pretty self explanatory. What I am going to teach is 1 thing most players don’t know how to do, which is building Hybrid teams. These are the teams that win the Tourneys and NA cup in this case.

Basic Points about Hybrid Teams:
1. DISTRUPTION
This is THE MOST IMORTANT THING about hybrid Teams.
What is Disruption you might ask? Disruption is making it so Opponent CANNOT do their planned move. Stopping the opponent’s game plans is what makes HYBRID teams so good.
Types of disruption: Stun, invun, Spike, DR, and Chakra burn.
It never hurts to have 1 or more of these things in Teams.
If you don’t know my favourite way of disruption is spike. By killing off there crucial player fast, you can quickly render a lot of teams almost useless.
You Should ALWAYS include at least 2 of these things to GARUNTEE you WILL disrupt your opponents plans.

My opinion on AOE stun: these usually Cost high amounts of Chakra if you are planning on using this as your disruption method. You better hope you can spike off a player or heavily chakra burn or they will come back with more chakra then you which usually lead to a swift kill on 1 of the members of your team.

2. Chakra Flow
As you should already know you DO NOT want Chakra CLASH.

Another Pearz Opinion: My preference has always been on chars that can use 2 types of chakra like KImmi (my fav char) and can fully utilize both types. You my prefer the Random Chakra users to smooth Chakra but it’s purely opinion when creating teams.

Your teams should fully utilize AT LEAST 3 of the 4 chakra types to guarantee good Chakra flow. Good teams should not get Bad chakra. ( I only get that said bad chakra once every about 30ish matches)
It is important that Chakra flow comes SMOOTHLY to guarantee that
You can win match.
Another Pearz Opinion: Good teams should NOT use more then 1 Heavy chakra player (IE Css, kank) Because they will drain all your chakra leaving you vulnerable to chakra drain teams and relying heavily on what chakra You draw next Round (I tend to like to hold 1 chakra that I need every turn so I know at least I can make a good move next turn). Only time I use up all my chakra when I go in for a spike kill.

3. Know your Targets
In this sense NO Team can beat every team out there or is guaranteed a win. It’s all about odds and to create a team that useful in every Situation.
You Should ALWAYS know what teams your team is good against what team your isn’t.

After you finish building your own team step back and think about these questions.
Under each possibly opening chakra what kind of moves would you open with?
What Chakra is most important in my team?
How well can I disrupt certain teams?
Can 3 chakra a turn handle strain of Teams Chakra consumption?
Think back to the Types of teams. Can my team handle each type of team and How?



Lesson 4: Understanding Chakra Distribution Guide
Well Due to overwhelming number of players NOT understanding my Guide I will try and Simplify Results here.
Basic Knowledge you should ALWAYS remember when playing a match.
The odds of drawing say u need 1 nin with 3 chars is about 58%.
The chance of drawing say 2 nin for Temari wall with 3 chars is about 11%
The chance of drawing 2 different chakras like a blood and gen to get shika hold 28%.

That’s probably only real important things to note in that guide. Rest are pretty much extra proof for skeptics. That doesn’t believe it.
These are REALLY IMORTANT to remember as it helps you make good choices as to which char more dangerous.

For a Link to my Chakra Distribution Guide





Lesson 5: Move prediction
Well This part can ONLY be understood if you fully understand chakra counting and the Chakra distribution Guide.
It is always Important to understand your opponent’s team and which are there key members so you know who to stun.
Remember your chakra counting skills and know what possible moves Your opponent can do. Always know the worst possible situation and assess what’s most likely to happen using Chakra Distribution Guide.
Remember The skill Cool downs and when they will come back up. Especially important when facing teams where they use the same skill multiple times.
Always Know what the Opponent has done on his turn and check every char for status' like replacement or sharingan. This could make or break your game.
This is mostly intuition About how well you can predict there moves. If you Play enough it becomes a second sense.
This is really a skill that takes practice. Keep practising and you will get it.



Lesson 6: Misc knowledge that might matter (more added as I think of it)
1. When you cannot defend, invun skills don’t work even Lee’s gate.
2. IF you use a self damaging jutsu as finishing attack you will lose (IE 3rd hokage dies same turn opponent dies from shika fujin and its last turn)
3. If you stun Nenji while he 64 hit attack he doesn’t burn chakra that turn. Then you also Defend the turn afterwards and the effect Disapears.
4. Stunning kido, Haku, garrra and demon brother stops second turn of stun from your char. Garra and Demon brothers can still instant kill on that 2nd turn though.



If you have successfully acquired all these skills then I hope it has improved your NA gaming ability
Remember no mater how good you are, no player can win 100% of their games.

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  Posted on September 12, 2007 06:43
Relinquisher
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#2
wow tat a nice beggeners guide pearz, but i think mods will lock it like the did lalitos tourney guide, idk though

i give it 10/10 and a must read for newbies.
*.*Player Card from Zero0Blade*.*Siggy Made By Me *.*Tourneys Won: 51 *.* Theme Song *.*

  Posted on September 12, 2007 06:44
Pearz
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#3
Quote by Relinquisher
wow tat a nice beggeners guide pearz, but i think mods will lock it like the did lalitos tourney guide, idk though

i give it 10/10 and a must read for newbies.


no way u read it in like less then 1 min lol but it was locked cuz it was for Tournies this is differnt

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  Posted on September 12, 2007 06:45
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#4
me super reader, and i just posted that while i skimmed it, i dont wnna read a whole long guide for noobs, id blow up
*.*Player Card from Zero0Blade*.*Siggy Made By Me *.*Tourneys Won: 51 *.* Theme Song *.*

  Posted on September 12, 2007 06:49
pattyrocks
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#5
now im gunna be 39 times better than before!
thanks PEARZ!

maybe ill even become hokage

  Posted on September 12, 2007 06:56
Rei_Kon
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#6
Quote by pattyrocks
now im gunna be 39 times better than before!
thanks PEARZ!

maybe ill even become hokage

lol ye really good guide, all n00bs must read
  Posted on September 12, 2007 06:57
skifblade
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#7
You should run spellcheck and edit it Pearz. Your spelling leaves things to be desired.

HOWEVER, it is otherwise a sterling guide.

Never Surrender. Always fight to your last Breath
Signature thanks to fallen_angel and Avatar thanks to littlehinata.
  Posted on September 12, 2007 06:58
Pearz
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#8
Quote by skifblade
You should run spellcheck and edit it Pearz. Your spelling leaves things to be desired.

HOWEVER, it is otherwise a sterling guide.


ya was thinking of doing that i typed it in notepad. I dont really kno why either i'll run it through my word XD

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  Posted on September 12, 2007 07:00
red)king
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#9
Good stuff. I skimmed through most of it and it seems solid.

Hopefully it'll help some people out.


And with Neji. When you stun him with 64 palms are up, the character can defend again, as that effect disappears.

You might've mentioned it but I just saw the chakra burn part. ><

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  Posted on September 12, 2007 07:11
jamjam
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#10
Hmm.... nice guide.
Maybe u can bold some text u wanna emphasise instead of writing them in caps?

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  Posted on September 12, 2007 07:12
waberfishysworth
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#11
Great guide!

The only thing I disagree with is a minor part of your team-building guide. While I agree that AoE stun and waller teams usually rely on luck, I do not believe the same to be true of single stunner teams. Single stun teams tend to be much more tactical. For example, it is usually not necessary to stun the entire opposing team (you can leave them with a support character like Kabuto, Shizune etc.) and also, single stun teams usually have many options to deal with the opponent (Gaara to negate defenses or insta-kill, Kidoumaru spike, Kurenai for AoE damage, etc.)

Another problem with the guide is that I think the team-building section needs even more guidelines. The characters need a certain synergy with one another. For example, spike and chakra drain are two disruption techniques that tend to clash. Since spike focuses on quick kills, while chakra drain focuses on completely shutting down the opponents' moves, usually with low damage output, the two strategies may conflict with one another.
"A man who does not think for himself does not think at all" - Oscar Wilde
  Posted on September 12, 2007 07:13
Pearz
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#12
Quote by jamjam
Hmm.... nice guide.
Maybe u can bold some text u wanna emphasise instead of writing them in caps?


Ummm bolding takes alot of effort but sure i'll do that and i jsut ran it through a spell checker lol wow alot of mistakes XD

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  Posted on September 12, 2007 07:15
Pearz
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#13
Quote by waberfishysworth
Great guide!

The only thing I disagree with is a minor part of your team-building guide. While I agree that AoE stun and waller teams usually rely on luck, I do not believe the same to be true of single stunner teams. Single stun teams tend to be much more tactical. For example, it is usually not necessary to stun the entire opposing team (you can leave them with a support character like Kabuto, Shizune etc.) and also, single stun teams usually have many options to deal with the opponent (Gaara to negate defenses or insta-kill, Kidoumaru spike, Kurenai for AoE damage, etc.)


Another problem with the guide is that I think the team-building section needs even more guidelines. The characters need a certain synergy with one another. For example, spike and chakra drain are two disruption techniques that tend to clash. Since spike focuses on quick kills, while chakra drain focuses on completely shutting down the opponents' moves, usually with low damage output, the two strategies may conflict with one another.


Actually Spike and monor chakra burn DO work together. I Have a team taht does it extreemely effectively. And reason i didnt get into single stun teams becuase teams are straight forward in sense of Building them. YOu dont need aguide to tell you how to build those teams

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  Posted on September 12, 2007 08:24
StealthyNinjaofz
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#14
wow so many guides nice
  Posted on September 12, 2007 08:35
Prince-Seph
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#15
Nice guide.
You're right about the chakra thing. I see lotsa people use like,too much ninjutsu and don't have enough to use another move that they wanted.
Though. I play chakra drain,so that kinda make me happy when they don't have enough chakra. *evil grin*
I mess up sometimes though. >.<
When like,I get all the same kinda chakra.
Thanks for the guide though. ^^