So, I thought recently, that the AI was too easy on DFF, so I decided to give little Shantotto a go
I'm not really sure on what to be equipping her, however, so I was wondering what people thought of this setup?
With the setup, Shantotto gains a good amount of BRV from dodging/blocking, and also has Concentration++ if the opponent is off being stupid (Which happens a lot against the AI with Bio - I doubt it'd happen against humans though).
The setup:
Offensive Abilities
Bravery
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HP
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Basic
Actions
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Support
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Extra
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Equipment
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Accessories
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Summons
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Final Stats
- HP: 9716
- CP: 450/450
- BRV: 956
- Atk: 179
- Def: 185
- Luk: 60
So, how do people think this fairs? I'm still not overly sure what I should be doing XD.
Last edited by TyrantWave; 07-25-2010 at 03:00 PM. Reason: Typo in an image link
Snooze and Lose > Concentration ++
Recovery + Recovery Attack > Auto Recovery
-Ice
Maybe -Air
I don't see Bio on the ground as entirely with purpose either, better than stun yes, but I like having a lot of CP
If you take off those, you could fit another crit skill such as Bttw or Anti Ex
Jump Boost isn't necessary but you probably just through it on because you had extra CP or something
Also, you have a very nice choice in summons IMO, but why have a Summon Unused accessory?
SnL and the Recoveries seem good.
Might sub ground bio for Stun then. Not sure.
I don't particularily want to remove any more HP attacks - I actually find uses for these ones fairly frequently (Ice = punish from above, air = punish from below, water/fire = main attacks).
I don't actually use summons, so what I equip there is purely for aesthetics.
For Ground HP Attacks, Put Stone. It's her fastest HP attack, and if you block on the Ground and then do fire, they will dodge. Plus, it has Ceiling Wall Rush.
For Basics, I suggest Recovery Attack. When you get hit, and do Water/Waterga/Flood, they will have a tough time dodging it, or even not Dodge it at all. Plus, it's range is impressive.
Water is a must for air, Second Fastest HP attack, plus if you get them, continue to do Thunder/Thunderga/Burst, and if your close enough to the ground, it will Wall Rush.
For Accessories, you should really remove the Star Earring, but this is just me. Most of the Damage you will be doing is either in Chase Mode, or with her Melee Attacks.
Concentration++ is a must, because when it activates, it completely nullifies Snooze n' Lose.
Shantotto is also a EX Character, because if you have EX Accessories plus some stuff that boost Regen, while you have Bravery Regen Equipped, you will be raking in a LOT of Bravery, even more when you are using Concentration.
Well that's it for me I guess![]()
Thanks to Galadin for the adorable signature.
Spoiler:
@ Zodiark
Actually, Stone is the one I NEVER use. On the ground, I use Fire as it ends with Thunder (if I remember correctly) for the wallrush. In air, I use Air and Water.
The rest are unnecessary, though Ice is also useful for punishing dodges.
BBCS2 Main: Noel
BBCS2 Subs: Hazama, Bang
MvC3 Team: Dante, X-23, Wesker
DDFF Status: Quit
"I may forget how she looked or who she was but I will always remember I loved a girl named Saber."
"Life life go away, don't come back another day. Life life leave me be, I don't want to even breathe."
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Personally I'd recommend getting rid of all ground BRV skills. Maybe keep A Couple Attacks, but the rest are unnecessary.
I don't know if I'd agree that Concentration++ is a necessity, at least against real players, b/c most real players will think to stick nearby Shantotto to take advantage of her long cooldowns. You can benefit from it sometimes, but it's a fairly rare occurrence, and for 50 CP it's pretty steep.
Well I'm preety new with Shan too so I can't say much
I don't think concentration is all that good cause u have to be still to activate it an if everyone says it's good for countering snooz&loose, I'd much rather throw a bio spell tho disable it rather than staying still waiting for concentration to kick in.
BTW my abl are snooz&loose, riposte and counteratack
and I use fire on ground cause when it turns to flare, it's hard to dodge it and it ends in burst=floorrush(wallrush to floor)
I use all 3 air HP moves because they all have a use to them. Ice is a dodge punisher as well as a long range harrassment move if you already have your bio out. Water is good to get them if they get caught in bind but you're hindred by obstacles so you can't use blizzard or if you're too far to use Aero. Aero can go through guards I think, which is the main reason why I equipped it (although it didn't work the one time I tried to use it on Exdeath) - but after equipping it I realised that at levels 2 and 3 of it, the suction is really powerful and in corners or tight areas or even just as a surprise move it can hit.
I don't equip anything on the ground but flare. That said, I play Shantotto as a air character and rarely go near the ground (although Hallabaloo plays near the ground, I believe, and does it well..) but flare is way too good to pass up once it hits tier 3. Use it to end matches.
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