【IEGS2013Xtreme】principal dribble vs block 20*20 English ver

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Today, I'm going to make a matchup table of dribble hissatsu against block hissatsu. Considering many of situations, I chose 20 hissatsu from each. So there are 400 patterns for all.

 


How to read this data


I made another table before. I use this example to explain how to read.

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These figures show a kind of "Dribble total power - Defence total power"=P
(-∞≦P≦+∞)

If P<0 ⇔ Dribble total power < Defence total power ,
the dribble will be stopped by later block hissatsu.


you can add numbers by putting body keys. let's decide it is  "b"  (b≧0)
The "b" which satisfies P+b=0 : this b means how many body keys you need to be even against certain block hissatsu.

For example, (Kishibe-scratch raid) -( Nathan adult - deep jungle)=-2=P
When P+b=0, b=+2 
Therefore, Kishibe will be even with Kazemaru jungle when you put body+2.

If b≦0, it is guard keys your opponent puts.(maybe we can substitute b to  "g"  (g≦0)

 

 

I will explain  each patterns of P below.

  • P=+n
    you can pass a block from later dribble hissatsu. When your opponent puts guard keys g=n、they'll become even. If g=n+2 , the block will win from later use.

  • P=0 
    They are equal.  either character put keys  will win from later use.

  • P=-n
    The dribble will be stopped by later block hissatsu. It will become equal when you put body keys +n.  If body keys  is n+2, you could pass it from later use.
    ※ there is an annotaition far below.

  • +∞ (blue painted squares)
    You can pass the block from later use in any situation as long as your character has max Kakusei.
    (even if body status is not full.)

  • -∞ (black squares)
    It is completely opposite to +∞.  You will be stopped by the block hissatu in any cases.

  • △n ( red painted squares)
    It is same as -n that  you need body +n  to be equal.
    It is different to former one that you will be still  equal even if you put more body keys. 
    example: △4 means you would become even when you put body +4~+8

  • +n≧0 ( greenish blue squares)
    It is same as +n  that they will be equal by guard n,
    but  they will be still equal even if your opponent puts more guard keys.
    In other words, the dribller always wins if he uses earlier.

 

 

※annotiation 
power support  which only affects block hissatsu

太古の戦士ジャガウォック (@Pazred_5) | Twitter

In this game, when a dribble character is inferior to a defence character because of elements(character and hissatsu both) or  hissatsu technique's power itself ,
you need extra body keys(+2) to become equal.

 

example: Zanark vs Miximax Torb

  • Of course zanark loses without body keys.
  • If you put body+4 , they will become even.
  • If you put body+6 , they are still  even.
  • If you put body+8 , Zanark beats Torb ; ancient wing(Kodai no Tsubasa)

 To express this kind of phenomenon, I will write how many body keys you need to be even on the upper side and how many body keys you need to pass a block from later use on the lower. I put the latter figure to parenthesis (brackets) .

All right now. Let's go to main topic. I have to divide a table into 4 because it  is very huge.

 

 

1,2

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f:id:Infi:20210923035109p:plain

 


3,4 VS other block hissatsu

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whole table

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supplementary explanation

 

  • clear blue or  light blue squares
    +n>8.  So you can pass the block from later use even if there are guard 8.

  •  orange painted squares
    -(n+4)<-8. The lower number is less than -8, so you can't pass the block from later use even if there are body 8.

  • green yellow squares 
    It is similar to greenish blue squares. They are equal when no keys, also equal if there are any guard keys.
    Some characters need more than 2 body keys to pass the block from later use. In this table, only Kirino vsTorb Miximax satisfies this rule.  I'll add it below with brackets.

    This happens often when a dribbler's body status is lower and has advantage in elements or hissatsu power.(like kirino,windy,body A jude…etc)

 

Some might think numbers that are more than 8 is unnecessary to write.
The answer is you don't need to mind at online battle. This can be considered only in offline match. 
At offline,you can use items you can't use at online. A status supplement /○○サプリ
is a topic.
If you use this, a status rises to next rank. It values as +4. You can calculate by adding ±4 on the table.

 

 

 

 

Thank you for reading. If you have any questions, please ask.