I think we're getting away from the subject a little. As such, I think I'll get this train back on the tracks.
One thing to note is that Bio can, more often than not, work against you. Yes, it's fantastic in that it can discourage the opponent from using HP attacks for some fifteen seconds, but Summons can do the same things, and can be popped up as an HP attack happens to, say, triple your brave (Titan). My main beef with Bio is the fact that it can screw up your ability to block, and it can give the opponent a few frames in which they can escape your HP attacks, as well as Bind.
If you like to use Bio a lot, stick with HP attacks like Spirit Magic: Water and Spirit Magic: Wind, which are easy to land, and difficult to escape. In addition to that, only use those first hits- the longer your HP attack lasts, the higher chance there is of Bio pushing them out of the assault. Going even further, Shantotto loves Auto-Carbuncle in combination with Bio and any HP attack.
I prefer to combo HP attacks, such as Spirit Magic: Fire(3hits) -> DC -> Spirit Magic: Earth(2hits). Here's a video for reference:
Shantotto HP Combos
Last edited by HuskyBait; 08-11-2010 at 04:11 AM.
Why should I bother picking a main or secondaries when I can just play as everyone?
lol i usually use the scrubby tactic w/ her to win XD well my way is i guess i spam bio n let my opponent hit me w/ n hp atk and let him break XD
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i prefer my infinity combo to your double hit.. yours is weakfriend told me it works online too but we may want people here to confirm it..
and how does bio work against you... the only con is cast time. it cant be deflected, and it provides to be an obstacle if it doesnt hit.. oh yeah it sounds crappy to me![]()
Last edited by Zero_Ruzai; 08-11-2010 at 05:22 AM.
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Any tournament worth its salt will ban infinites, which would leave you high and dry.
As for Bio- anyone who has any significant experience playing Shantotto can tell you the same thing. Bio ticks can knock the opponent out of your HP combos, as well as interrupt your blocks, allowing attacks to go through as if you hadn't blocked them. It's a dangerous trade-off.
Why should I bother picking a main or secondaries when I can just play as everyone?
For the strangest reason I'd have to say that the infinite wouldn't work against a human... AI being stupid is all too common. It's best to show a video after it's been tested on human. AI-only combo might as well not be a combo at all.
On topic, in a tournament setting you're counting on annoy the heck out of your opponent. This means learning to time Binds and Bio, knowing what character can counter what and ecetera. Timing binds to punish bad dodges is definitely a very important skill and will lead you to your victories.
In gear, it's much more simple. Get a strength begets courage build or a EX & damage build... she's quite a beast in gear. Still annoying as hell to use but at least is also annoying as hell for your opponent too.
As for HP choices, I choose Fire(which leads to Thunder for Wallcrash), Water ( distance, and leads to Thunder for Wallcrash) and Air (punish with it's suction).
Ice is also arguably decent as high levels of it can punish dodges but only put it on if you really have CP. And if your combo works, Earth is a viable option on the ground too but up till this point, I've yet to see a use for it.
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Would you be willing to post a video showing Aero being used as a punish for bad dodges? I've never seen that done before- I didn't know it was fast enough to do that. I'd love an example, if you could manage!
Hopefully, I'll be able to convince some friends to help me test the Spirit Magic: Fire(3hits) -> DC -> Spirit Magic: Earth(2hits) combo soon- of course, I'll return with video footage as soon as that happens. Until then, I would greatly appreciate it if someone else could do the testing for me? Thank you, in advance.
Why should I bother picking a main or secondaries when I can just play as everyone?
I said Air to punish.. not bad dodges, Husky. Many times it will drag them into a Bio and what not. It's useful to keep around. Ice punishes bad dodges if that's what you mean and I don't really upload videos. Robo does and he occasionally has Ice to punish dodges.. Ask around, maybe people use Ice. Not very sure since there's not many Shant players around. When me and Robo are screwing around, it can punish dodges though.
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It may be that the opponent can't move in time while on the ground. From what I've seen so far, human players have slower times than even AIs, hence why you can belt off more combos against players than AIs. But you're most likely right, I was told it worked but.. may have been an idiot human, idk. They do exist![]()
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Wow I just played a match with my friend, Shantotto vs Firion, and I must say, I wiped out their strategy of Fire > Shield Bash, by simply running one sharp turn around a fire, you'll send it off track, and make it hit the ground, he seriously had no choice but to use Weapon's Master and do a frontal assault with magic and Sword Strike. I was so happy about this too, I had been wanting to test this trick on a human player, you can also run a circle around fire with OK and cancel it.
Oh and I went on to have a good game with them, but my point is that Shantotto and others can wipe out fire if they have enough speed to circle a flame at the last one-two seconds, and make it plummet to the ground.
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The problem is that, in the video, there's multiple Fires and it'd be extremely difficult to bypass that, even with OK. Wedge's firion had his aerial game going.
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