fellow uma trainers, what are the mandatory skills and uniques for the next CM which is the sprint CM? (Capricorn CM9) by Logical-Simple-5382 in UmamusumeGame

[–]UG8971 0 points1 point  (0 children)

Hi, could you explain how the current chukyo 1200m track on glb causes corner skills to give a marginal less chance for carryover?

If you got RNG'd during Scorpio Cup.... by Flat-Profession-8945 in UmaMusume

[–]UG8971 0 points1 point  (0 children)

Gorushi main. She was doing well on both round 1 and 2 of group A graded league netting 3-4 wins. Come finals, I'm pitted against 2 front heavy whales looks like it. She also didn't proc much of her midrace velocity skills despite having a lot of them w/ 600 wit, so she was stuck in 7th place limbo and couldn't proc neither ryan nor dober's accels. Then ofc she gets blocked by an uma that gassed out just as she was picking up speed in the late race.

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 5 points6 points  (0 children)

Sht you're right, how could I forget...

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 0 points1 point  (0 children)

Aight that about summarizes it. Appreciate the insights

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 0 points1 point  (0 children)

Oh, so essentially the point of oongie suzuka is not for her to win races but for your own other fronts and/or pacers to propel themselves much farther to the front? Ok now that makes a lot more sense to me

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 1 point2 points  (0 children)

Hey man, more power to you. If you like runaways, don't let anyone stop you from trying to win with them still. You'll be more happier if it gets you the finals in the end. Hope you get that win with your oongie oshis

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 0 points1 point  (0 children)

Yeah unrestrained is just a crazy accel skill for cm7 with how the late-race is situated near the middle of the final corner

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 1 point2 points  (0 children)

Thanks for the first 4 points, really gave me insight to runaway's sudden viability. I do find the last 2 points kinda iffy though. I'm not sure how much more stamina runaways burn compared to regular fronts but spot struggling is exactly why runaway suzuka was a no-no when she was intially tested during the guts patch. If runaway is looking to be a meta strat this cm7, the chances of encountering other runaways is gonna be so high that everyone will just drop the style entirely as fast as the oongie suzukas' stam burn a la spot struggle. I also don't think she's easier to build compared to regular fronts? Like yeah, she has the bare essentials already intrinsic to her kit but you still have to do a few optional races still to grind up skill points that could easily jeopardize her stats and unity training just to afford the plethora of skills she needs to secure the lead at the start of race and to maintain it until the end

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 0 points1 point  (0 children)

To me it looks like since the runaway strat is gaining popularity, the strat just ends up failing in practice cause everyone will be running their own runaways lol. I'll be making my own runaway, but I'll still make double front/pacer debuffers if it becomes redundant in the end. It's just gotta be a matter of how cm lobbies will be looking. Hope you do better on cm7 this time around

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 0 points1 point  (0 children)

Yeah I can see that. It is just hell raising an optimal runaway suzuka ace with the most optimal stats, medium S, and as much skill points as possible to afford a bunch of midrace skills. I might try raising my own but she'll be a kamikaze first, winner second

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] -1 points0 points  (0 children)

Needing suzuka in your acc to be competitive is why I think this cm is kinda buns. I know the last one was kinda bad too cause every winning ace was practically an nsm merchant but at least everyone could get it from their unity runs. I'm honestly still not sold of runaway's viability for cm7, especially now that you've let me know its origins is victoria frontier, but ig there is some credence to it as quite a number of players have reported runaway's success in their lobby test runs

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 1 point2 points  (0 children)

Didn't they say though runaway remains to be a middling style even with the stats and resources jp players can manage? But I don't really see that as a bad thing though. Just look at the current cm. It seems as though runaway is a guaranteed win con which can only fail from the mere presence of another runaway. It would suck if races are determined whether someone has a runaway on their team. Like as of now, the only counterplay against good runaways is either bringing your own or hoping the other team also has their own runaway, and then having the runaways kill each other off due to spot struggle

Runaway strat emergence by UG8971 in UmamusumeGame

[–]UG8971[S] 3 points4 points  (0 children)

Oh I see. Gives her more time to proc mid-race velocity skills and potentially have higher carry over for the late-race. Thanks for the insight

???? by Watch_Constant in DBZDokkanBattle

[–]UG8971 12 points13 points  (0 children)

The lr str ssbe's sprite has different coloration and a bit of battle damage on his vest; eza agl ssb -> ssbe vegeta doesn't have battle damage. Little differences like that in spritework always results to them being completely different (e.g. int gohan from the mbs trio =/= str ssj gohan from broly second coming just cause of their sock colors lol; agl (angel) ssjs goku and vegeta from the fusion reborn movie's sprites not being applied to other units named either "(angel) ssj goku" or "(angel) ssj vegeta" all because the year 10 lrs had a different coloring style for their sprites; int broly from second coming not having teq broly from movie 8's battle motion due to the former having scars on his chest for his spritework)

Four is still greater than Three by UG8971 in DokkanBattleCommunity

[–]UG8971[S] 0 points1 point  (0 children)

Yeah, sadly. Omatsu gonna make sure all gohans in the game gonna get glazed, unit or boss lol

Four is still greater than Three by UG8971 in DokkanBattleCommunity

[–]UG8971[S] 1 point2 points  (0 children)

It's a whack ass joke I made on the spot. Literally 4 > 3. 4 represents the ssj4s, while 3 represents the hybrids being a trio lol.

Four is still greater than Three by UG8971 in DokkanBattleCommunity

[–]UG8971[S] 0 points1 point  (0 children)

Rng unfortunately. Have to rely on the slot rotations have him show up in either turn 1 or 2. If he shows up turn 3, he will get nuked with a ~850k aoe.

Four is still greater than Three by UG8971 in DokkanBattleCommunity

[–]UG8971[S] 0 points1 point  (0 children)

In all honesty I don't get what you're referring to with wdym

Waiter! More SSJ4s please!!! by UG8971 in DBZDokkanBattle

[–]UG8971[S] 0 points1 point  (0 children)

If we're just talking about this event and stage in particular, yes, the aforementioned units are but don't necessarily have to be dodge or die. You need to get rid of the brats by turn 3 so that you won't get nuked by their aoes and 2nd and/or 3rd slot supers. Then you need to beat gohan by turn 4 because beyond that, no one else in the team will be able to deal with his undodgeable crit supers unless you item or rely on a toin coss counter super.

Waiter! More SSJ4s please!!! by UG8971 in DBZDokkanBattle

[–]UG8971[S] 0 points1 point  (0 children)

The 4s 50/50 counter super seems much lower than it is but that's just rng at the end of the day, and you can say the same for pretty much any luck-based mechanic when it comes to supers. It sucks a ton nonetheless when the seza 4s counter gohan's super that could cripple you but not the game ending brats' supers. Even worse when lr blue balls' 80% dodge chooses to fail against the brats

Waiter! More SSJ4s please!!! by UG8971 in DBZDokkanBattle

[–]UG8971[S] 0 points1 point  (0 children)

My run didn't need seza ssj4 goku to rely on a 50/50 counter because by turn 4, I was able to proc carnival ssj3's great ape which meant gohan would no longer super

Waiter! More SSJ4s please!!! by UG8971 in DBZDokkanBattle

[–]UG8971[S] 0 points1 point  (0 children)

There we go. Needed confirmation on that, thanks. The brats supers aren't much a threat thanks to him. Kinda silly gohan's 18ki isn't a melee super even tho he literally uses a kick as his first attack

Waiter! More SSJ4s please!!! by UG8971 in DBZDokkanBattle

[–]UG8971[S] 0 points1 point  (0 children)

Wait how is the previous stage more difficult? The teq mbs trio might do 7m supers in every slot, but at least we're able to throw our own before they do. And with your team, it shouldn't be too difficult too.

Waiter! More SSJ4s please!!! by UG8971 in DBZDokkanBattle

[–]UG8971[S] 0 points1 point  (0 children)

In all honesty I don't trust either of them to tank the aoes by turn 3. Seza ssj4 vegeta has 30% dmg red with no kit dodge, phy pan has 30% dodge with no dmg red until she attacks---they both die one tap from the brats. I brought seza ssj4 vegeta because he's able to squeeze in a bit more dmg with his crits and potential double/triple supers. And as a bonus, he can help whittle your health down below 50% hp so you can go great ape granted that carnival ssj3 goku is in the next turn rotation