This Te/Fi debate is still going? The way I see it:
- Te/Hu is Ryu. Easy to learn, solid, dependable etc etc
- Te/Br is Akuma. Top tier but technical with lots of emergent gameplay like Snatch JA Elysion, Banish techs, Asagiri dashing
- Te/Fi is Ken. Also easy to learn, slightly different playstyle from Ryu but can throw out fancy fire (techs). Considered low tier because Te/Fi can't really land big damage on bosses just like how Ken can't really uppercut or hit confirm FADC faceroll into a 50% combo.
- Te/Fo is Seth. Has all of one skill in common with the rest of them but his moveset is full of BS anyway.
- Finally, Te/Bo is Dan. Doesn't really compare but at least has fancy looking kicks!
Most players hover around the intermediate level so even a not-so-strong combo will still be viable, but this guide is written for [MLG]pr0gaming... or something
Last edited by Selphea; Jul 21, 2015 at 07:43 PM.
Not related to being efficient but people who play Techers with low end PCs can rejoice!
from the patch notes
In a class skill "U~ondogia" law 撃爆 departure that occurs in the acquisition at the time of the wand of the normal attack of Tekuta, if a character other than he was used to change the specification to reduce the effect.
That translation makes it sound like it only affects wand explosions from other players. If that's the case then it probably won't be too helpful for those who play techer themselves.
Player ID: Charmeleon (Ship 2)
^hopefully it reduces at least some frame-rate loss, my dino-comp can sure use the help
my question tho: just got a sweet, sweet gal wand drop yesterday and im wondering if it's zero-range pot can influence zanverse in any way? found a related looking comment on swiki:
潜在1にしてザンバに倍率のるか簡単に検証してみましたが、どうやら乗らないっぽいですね…既出ならすみま せん。
clearest translation i could find was:
"Potential 1 Samba roll scale was easy to verify, but apparently not ride looks like. I'm sorry if already out."
not sure if this puts the nail in the coffin for the zero-range or both pots not working with zanverse at all, or some of them or perhaps i miss-read something?
swiki does have a list of skills and pots that work with zanverse in the wind section, but gal stuffs either havent made it there yet or havent made the cut. in either case ideal wep pot is listed there so an ideal hexe will be optimal in case of zanverse bossing anyways, but i just wanted to know what you guys think or might know
aside: from looking at the zanverse list it would seem that a te/bo with full wind, shifta strike, break stance, and ideal wand could dish out some sweet zanverses on the falz/magatsu crowd:
20%base or .2 * 1.2wind1 * 1.2wind2 * 1.1shifta * 1.35break * 1.1break-up * 1.18ideal.pot = 55.51% of everyone's damage who's in the zanverse ring for ~6 secs or so, gal wind talis bumping it up to 56.45% if my math is correct
niren orochi pot smashes these numbers even further and elemental stance could also be a thing, but of course these are just fun speculations and nothing worth losing skill trees or serious thinking over. i was just wondering what are some record high zanverse numbers out there and if any of the options are easily achievable for techer-mains in general
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