I used to like Fullisade, but after getting it reflected back at me about a million times, I traded it in for blizzard.
Now after the advice here, I'm trading that in for solid barrel, since with omni air dash, the range really isn't as big an issue as before (finally is able to aim omni air dash to get it to work semi-effectively so I'm not going all over the place).
This isn't a thread questioning the viability of Fusillade, I just find it to be a move that's a bit more situational in execution, compared to Blizzard ,which for whatever reason, is being blocked/dodged less. My two other squall sets make good use of Fusillade, so I have plenty of "love" for it.
Of course, Thunder Barret is not going anywhere so, one spot remains for my playstyle.
This got me thinking.
I went and played some MaxLevel CPU's to test out Solid Barrel in different punish scenarios, and I found that you might not be in range for SB right after a block. Espicially right after your opponent lands from a dash and is blocked semi-mid-air.
On a related note, SB isn't triggering riposte as much as I feel it should. Anyone else having a similar problem?
UB testing on the same CPU's is next.
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I didn't say that you have to remove Thunder Barret in favor of Upper Blues, if you look back at my post. Thunder Barret is too useful to remove.
However, in spite of the BB-TB combo, or the BB-BZ combo, I still favor Upper Blues compared to Fusilade or Blizzard Barret, for the reasons I mentioned above. Furthermore, it's a punish move with decent damage that does better damage than Blizzard Barret and is faster than Fusilade. Not to mention it ends with you in a very favorable position.
Besides, if you know the opponent's timing, you don't need to rely on only somewhat reliable projectile tricks to land HP Attacks (which, by the way, are easier to predict and dodge from).
Also, since stagger pushes the opponent bckwards, either you gotta run fast to land a Solid Barrel, or pull the opponent in with Thunder Barret, and then attack with Solid Barrel.
Last edited by Keiya; 09-06-2009 at 05:21 AM.
And of course, the second option is more favorable since you get more free hitsAlso, since stagger pushes the opponent bckwards, either you gotta run fast to land a Solid Barrel, or pull the opponent in with Thunder Barret, and then attack with Solid Barrel.![]()
Hmm...guys, let me ask you something.
When you are on the ground and block an opponent on mid-air, do you really go for UB/SB only?
Usually, shouldn´t the answer to it be a little hop and Beat Fang, allowing for the Heel Crush trap?
Or even the Thunder Bullet/Solid Barrel combo?
I´m asking because of the importance you´re giving to the situation to decide for one or another, which I think is not the case here.
Solid Barrel is Squall´s strongest attack, links with Thunder Barret, is unblockable in Ex-Mode and starts Chase(on which you can decide to not attack and try to trap your opponent into the stumbling animation and fixing in a well-timed Aerial Circle, while the enemy gets up).
Upper Blues is weaker, links too with Thunder Barret and that´s it. Why should it be even considered as a substitute to Solid Barrel? The answer is only one: range.
Although Solid Barrel has all those qualities listed above, it seriously lacks range to the point where being unblockable in Ex Mode isn´t much of a threat because you´ll NEVER be that close to the enemy without retaliation. It doesn´t matter if it´s strong too, because you can´t hit with it unless you´re dead close to the opponent(that´s where Thunder Barret comes in). And sometimes I wonder if starting Chase really helps at all.
So, the real question is Strong Combo x Ground Punishment
But since all sane Squall builds will have Thunder Barret, range no longer becomes an issue(point for Solid Barrel), unless you consider stand-alone quick ground punishment, in which Upper Blues shines(point for Upper Blues).
But then again, if you have Thunder Barret, why not have Solid Barrel to combo with it, since TB eliminates the range issue?
So, simply because of range for punishment, we get two different and relevant choices. You may want to use Upper Blues "just" for ground surprise punishments or try one of the magic attacks.
And that´s where we get to Fusillade.
Again, we have the same issue.
Fusillade is very strong, hard to dodge on the right distance and leads to chase.
Blizzard Bullet is weak in comparison but has more range, tracking, faster start-up/recovery time, cannot be punished back and can lead to a link with Rough Divide(ground version only) or Blasting Zone, although it´s very hard.
The fact is that Fusillade will always be dashed through, leading to Squall being raped. And even if it´s not the case, you´re commited to its cast just as much as you are with Mystic Flurry. It´s complete lack of vertical range and tracking sets the bill for me.
Now, the question becomes Mid-range Power x Versatility. And if you´re set with the Thunder/Barrel duo, we can sum the argument of the third move up into:
Ground Punishment x Mid-Range Power x Versatility
But(now that´s a personal opinion) Fusillade really gives me more trouble than solutions. Once I cast it, that´s it. I can´t take advantage of it for other means, not even mind-games. And I´m risking punishment. Its lack of range comes as a problem to me too, since it doesn´t even travel upwards, so it doesn´t work as either harassment nor as anti-air.
So I usually switch between Upper Blues and Blizzard Barret.
UB has served me well, since it counters Squalls who attempt to beat fang or heel crush you when you're on the ground,
No need to block or dodge, if they come near you, bam, upper blues, then you switch positions :P
in my opinion blizzard barret and Fusillade both suck.
blizzard barret is one hit, mediocre damage, and retardedly easy to block, there is little to no point in using it (even despite the fact that it can link with rough divide and blasting zone, it's useless because it will, more often that not, be blocked)
fusillade is crap because it's slow, obvious, low damage, worse range than blizzard bullet, it's thunder ending does not have the same suction effect that thunder bullet has, AND it has recovery lag to top it all off.
It can be avoided entirely by just staying out of it's range, or it can be blocked in sections and promptly countered.
stick with upper blues, solid barrel, and thunder bullet.
thunder bullet's suction effect is nice to have to lead into (and add more damage to) solid barrel, it has little lag, does decent damage, has ok range, and is fairly unpunishable.
solid barrel is squall's most damaging move, and it has fast start up making it hard to block.
upper blues is nice for hitting when solid barrel is out of reach, and it can be mindgamed into heel crush and beat fang, it does decent damage, it's got quick startup, little lag, and better range for those times when solid barrel is out of reach.
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Honestly,I really find UP to be much better than SB,you have to retardedly close to the enemy to hit with SB,although it does nice damage,I actually find myself using UP much more than SB,outside of a Riptose move,rarely does SB connect for me =/
Also I hear you have a good Squall,we should fight sometime
Whatever...Elite SeeD Rank A
PSN: Ryuzaki_Takashi
Dissidia Ad-hoc Party Replays: http://www.youtube.com/user/FFVIIIFanatic
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