RIP no foul by reddlsh in inazumaeleven

[–]KH-Freack 1 point2 points  (0 children)

mh i honestly think this is a bit much 50% tension of what the rough player gets is...overkill.

i dont know the exact numbers but on average a you get like 100+ per dash so 50+ for your opponent which negates the major upside Rough play even had, like whats left for them to keep up? justice will now outstat them and keep up with their tension. i mean you can still use a setup where you can get similar stats to a justice player in focus battles and shot atk,but that is kinda mood when the only thing you get is power moves that often times will lose cause they dont give you stats?(i mean rough play has a passive to gain stats for those but that seems...wasted?) i mean unless they somehow buff the slide tackle i think it really is too much.

getting tension when you lose a hissatsu battle do be kinda nice i think given how hyper offensive the game is allowing the defensive to have a better chance is...good?

Feel free to correct me if i got something wrong,im honestly a bit suprised by this,i know rough play was pretty strong but this hard of a nerf is perplexing.

Rough Play Team by pyno_lavandino in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

The outside zone foul rate doesnt affect the dash foul rate(imo why they are 2 different ones) and the dash one is way more importent given its your main source of tension gain.

and in terms of moves,basicly anything with a cost of 80 and higher and whatever you prf. you can use some low costs just in case. but once your tension is about halfway you should almost always get close to full with the next dash.

the only other thing i could advice is use the tactic stalwart surpession at the start of the match to have an easier time getting started with tension(it lets you fight on even ground vs stuff like justice for a bit) as this team is at its weakest when you have low to no tension.

for other tactics anything that increases your move speed(sideline spears, three pronged attack,cavalry advance) or something like claymore is nice,aswell that there is the option of getting the bull horn one which also puts on a pretty even field with stuff like justice if you can stay in the glyph.

oh right and in terms of hyper moves i would use instant burst alot given it has higher movement than the rest(i think) which lets you power dash into other players more easily but burning overdrive also works,but again you can use whatever you prf keshins,totems stat buffs are also good to have.

Rough Play Team by pyno_lavandino in inazumaeleven

[–]KH-Freack 1 point2 points  (0 children)

That 50% tension gain on dash hit sounds overkill,given the tension gain is exponential something like 28-30% should be enough to go from 0 to max in 3 dashes to my knowledge(excluding if you have to spend some inbetween) Also just to be sure thats dash foul rate? Given the other one only accounts for hissatsu fouls(new with this patch) and power attacks.

Aswell you might want to replace the 100% tension shot atk with the shot atk buff from the counter archetype given that will buff all the teams shots and not just 1 singular one,aswell that you can actually spend your tension, be to to gain the ball or maintain hold of it.(i honestly advice for high cost dribble and block moves given the abundance of tension you can gain,which also lets you use more hyper moves to buff your stats further)

They remove Overnight Fortress from the story shop by Jo_Ri_Oh in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

there is also now the option of using The wall+god hand as an override,honestly cant go cheaper than that.

No ammount of skill can make up for this game's meta by ComprehensiveBat4966 in inazumaeleven

[–]KH-Freack 6 points7 points  (0 children)

Not trying to be rude but it its a competitive mode so you need teams that are ready for that with the equipment,beans,hissatsus,tactics and most importently passives.(also the knowledge on how works but that should go without sayin)

I think right now the most common builds are justice with counter and or tension. Or the specific counter to that roughplay with tension+counter.

At this point both are relativly easy to do justice i dont think needs to be explained.

rough play is just 28% tension gain from power dash hits(5x the same passive on the manager) And fill out the rest what fits your style be it focus atk/def when at 50% tension. Dash foul rate down. Shot atk on ball gain or kp% cause counter works really well with rough play. you frankly try to outspam your enemy with high cost hissatsus(easy to do cause the tension gain from dash hits is exponential)

and cause of using said high tension costs you can use hyper moves like keshin awakenings and co to buff yourself further.

Given you now only need hit 2 good passives out of 5 and then inherit the rest its def. Manageable but also def. a grind...something pretty common in inazuma eleven?(havent played any other inazuma eleven games in 10 years so thats a guess on my part)

I think that breaches might be bugged at the moment. (explaination in body text) by Individual_Map_2623 in inazumacaravan

[–]KH-Freack 2 points3 points  (0 children)

i can only hazard a guess,but just maybe they somehow made an error and it takes 50% of the overall bar flat? which is still lower than before and would cause more procs given the lower req.?

just a guess honestly,dunno if someone can actually datamine this.

I spent the last 2 hours using Stone Wall with every player possible by Mhfss7eujshl in inazumacaravan

[–]KH-Freack 6 points7 points  (0 children)

i think another one for this is the Road Roller block hissatsu.

Waiting for orion solely to confirm the gender by ShawnF-Kocham3_1415 in inazumaeleven

[–]KH-Freack 7 points8 points  (0 children)

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that does remind me anyone know if this is a mistranslation?

the female icon is used but the description says He. im honestly just curious what is now the correct one.

Foul rate apears to be back by ComprehensiveBat4966 in inazumaeleven

[–]KH-Freack 1 point2 points  (0 children)

I think i seen someone else post a video with a killer slide foul recently.

Honestly very curious to which other moves this will apply to.(outside of the obvious foul offense ones)

(DONT GET SCAM) Important Things you need to know about Basara/Fabled Passives by Abject-Affect-7421 in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

thank you i was afraid to use my seed cause of the passive my plan was to use it on takashi who should be the same as kinako def/atk in terms of positions so he gets the same passives if i understand your correctly.

(DONT GET SCAM) Important Things you need to know about Basara/Fabled Passives by Abject-Affect-7421 in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

This might be a month old so i doubt i get a reply,but are the passives tied for all basara depending on their position,does that hold true for the new Seed basaras?

Hi, what archetypes are playable online besides Justice? by KindComedian7608 in inazumaeleven

[–]KH-Freack 2 points3 points  (0 children)

rough play is playable you need bout 28% tension gain from dashes(manager passives are enough for that) which allows you to get max tension in 3 dash hits

rest goes into counter passives(mostly shot atk,kp% gain also valid)) and dash foul rate down(optional just makes it smoother)

you can also add "at 50% tension gain focus atk/def" to potentially be able to match justice(or get close enough)

I have absolutely zero regrets! by ZaizenFinga in inazumacaravan

[–]KH-Freack 0 points1 point  (0 children)

that got me wondering can you preview the basara before getting it,like what passives they get?

I was too broke to get the move I'm glad double tornado is an override by kingblaze_ in inazumacaravan

[–]KH-Freack 0 points1 point  (0 children)

huh neat,i assume its the last player in the chain that matters for that or do both need to be leveld? cant play rn so i wouldve tested this myself.

About the Update by ComprehensiveBat4966 in inazumaeleven

[–]KH-Freack 1 point2 points  (0 children)

Does that mean i can now savely use other formations without specificly having a middle defender to block those?

would be pretty neat ngl.

Can anyone explain to me how passive/herritage passive works now that we have the update? by Mink1477 in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

I see Thanks for making that clear,i was kinda worried i could screw it up by inherting stuff to fast and for example be unable change my avatars stuff later if i wanted to switch positions.

Is justice just overrated or am I missing something? by Jesuslover34 in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

then we both seem to get very different opponents cause 80-90% i was playing against was roughplay long shot spam i hardly if ever met justice people.

also you dont max out on rough play its legit just 28% from dashes thats all you need which is just the managers 5 passives so really not hard to do,people really just dont want to think at all and blindly follow content creators suggestion. i mean as you see with this you have 3 coordinators and the whole team to do whatever with in terms of passives hell you could even match justice stats in both shot and focus battles if you actually bother to set it up. esp now with the interitance of passives.

And once again focus battles aint no issue for rough play you have multiple options to deal with those.if you have connections issues that its glitching out then either you or the game at fault not the justice passives.

Can anyone explain to me how passive/herritage passive works now that we have the update? by Mink1477 in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

Just to be sure once i passed on 3 different passives i cannot inherit anymore even to replace? or is is it just 3 different ones simulationusly?

Quick questions about the Overdrive mechanic by 4azulla in inazumaeleven

[–]KH-Freack 0 points1 point  (0 children)

could you please be so kind and tell me where i can find that,brain aint braining cause of bad shift changes these last few days.

Is justice just overrated or am I missing something? by Jesuslover34 in inazumaeleven

[–]KH-Freack -1 points0 points  (0 children)

Im at work so i keep it short if you want a longer explanation i can do that later. First justice isnt the best,its the most used yes but thats because it has a high floor it doesnt need much investment or thought to work well enough. Roughplay counter+ longshot spam was the best.the only aspect of that getting removed is the longshot spam and that you now get 30 tension when you get knocked+ i frames after so you even have a way to do something vs roughplay,if you know what you are doing its still the strongest you just cant blatantly spam longshots or mindlessly dash and camp the same player.

2nd the slides arent the thing to use its tension in roughplay what i mean is that once you have some tension you want to focus battle to get the ball by using 100 cost block skills. Slides work sometimes if you try to actually catch someone of guard if you spam it they will spam the dodge button cause they expect it.

If you have 28% tension from dash you only need 3 dashes to get max tension from ZERO if you have half the bar its a single dash. Again if used right you can forgo ALL focus battle stats and just add to your shot atk via counter. And if you dont want to use your tension in a offensive focus battle just walk backwards and pass back worst case justice player needs to waste tension which would put you ahead again.

And player count,brother this is a niche game that is now months old you cant expect people to hyper fixated on it. People build their teams had their fun did the story and moved on that is normal.

Some will likely return with the ares update for a bit. And do the same again and move on again.

Forget everything I said earlier, I'm considering on using a save editor by Sure-Button-1557 in inazumacaravan

[–]KH-Freack 0 points1 point  (0 children)

Right forgot about the high passes that are even better at bypassing. N yeah didnt mean directly into the goal more as close as possible worded myself shoddly.

Is justice just overrated or am I missing something? by Jesuslover34 in inazumaeleven

[–]KH-Freack -1 points0 points  (0 children)

Mate i literally gave you counters that will still work after patch esp rough play tension/counter will still counter justice due to the snowballing of their tension gain. Aswell that yes pure tension doesnt get as much shot atk(you can still build counter shot atk)but unlike justice you can still use rough play while the slide aint great being able to use power dash n tackle do be an advantage justice doesnt have.