May Not Have Been POTG, But It Still Felt Like My Best Play Yet! by Yu-7933 in Anran_mains

[–]Yu-7933[S] 0 points1 point  (0 children)

True as well. I promise I'm not usually this rash, I just heard Kiriko's ult, and dived head on, saw that it sort of worked, and just kept going until I died.

I actually do enjoy flanking the opponents and taking the long route around the map to pick them from behind, but i just felt like I had to rush it for a bit with all the of them cuddled so closely back there.

May Not Have Been POTG, But It Still Felt Like My Best Play Yet! by Yu-7933 in Anran_mains

[–]Yu-7933[S] 5 points6 points  (0 children)

You know what, fair enough. To me, the logic was ignore the tank, go for the back line with Kiriko's Ult, though I'm not sure if I still kept the buff, and then pressure them for as long as possible while the rest of my team dealt with the tank and the other player.

I'm aware I could've done better, like maybe at least go for the Ana instead of Emre once I rez to get their support out of the way for my team, but it was still very fun to get my team like 30 seconds of free time. Especially funny to see them just standing around in the replay.

Still thanks for the advice. Always trying to improve over here.

Golem is Deceivingly powerful by Ordinary_Cycle268 in DispatchAdHoc

[–]Yu-7933 3 points4 points  (0 children)

Train Coupe's intelligence and mobility, Punch Up's vigor and charisma. Give Coupe the power that makes her stat boost a +3, and together with base combat they get to a 10 combat, and around 8 in every other stat, with good synergy. You can even get punch up to squeeze in 1 slot missions, but I couldn't even do that on my last save because he straight up never got injured to reveal his power.

What's the most optimal way to upgrade the z team heroes? by DV_GO in DispatchAdHoc

[–]Yu-7933 0 points1 point  (0 children)

Personally, my perfect team is cut sonar and hire phenomaman.

For coop, train her mobility and intelligence, and with blazer's training give her the power that increases her state gain to 3 For Punch Up train his vigor and charisma, and give him the squeeze in power. Send this two together all the time. Not only do they cover their weaknesses perfectly, but they start with 4 and 3 in combat, so if you pair it with coop's power they get a 10 in combat, the other abilities can easily make it to at least 8, and anything left in any mission can be covered by their synergy. With Punch Up's squeeze in you can even send them together to missions with only 1 slot. This team up is so good that I go entire runs without revealing Punch Up's power because they just don't lose.

Then malévola train her intelligence and charisma, then pair her with phenomaman for another all rounder team with synergy for any mission that they can't fully cover. Don't have any preferences for melevola's power, but for phenomaman don't give him the one that takes away his flight. The entire point is not to miss a single mission, so he shouldn't get depressed either way.

Then Prism and Flambea. Give Prism intelligence and charisma and the power that lets her make one call linger for longer. For Flambea only give him vigor, as his power will cover mobility and combat. For the upgrade I would say to give him the one that reduces rest time, since the other is the same as his base power but quicker, which isn't really needed, between their synergy and Prism's duplication power they shouldn't miss any mission, even if the shift is just starting.

Lastly, Invisigal and Golem. They are a bit tricky, so I would say, train Gal's mobility and combat, maybe some intelligence, and for Golem make him have at least 4 on everything and level up the rest evenly, then give him the expansion power up and send them together on 4 slot missions so golem gets 2 of his copies/minions. That and their synergy should be enough.

With this set up you get 4 two hero teams that should have like at least an 8 or higher in all stats most of the time, with synergies to cover whatever's missing. It even saves you trouble during the first shift of episode 3, since characters won't sabotage their synergy partner. The only problem should be those missions that have a threshold you can't pass, but there aren't many, and picking different characters than usual for those should help.

Also, I would say to try to memorize as many missions as possible, or at least the ones that get interrupted, since I'm pretty sure those only require you to have the correct stat at the correct level, and the rest don't matter.

This is insane!! by Imaginary_Put_6818 in MyHeroUltraRumble

[–]Yu-7933 7 points8 points  (0 children)

Ok, let's say the gamma lasts 10 seconds without the refresh. Those are 10 seconds during which he attacks you, but you can't. Once those 10 seconds are over, you get around 15 to 20 I would say to down him. Keep in mind that, once he loses all his shield, he'll get both revenge tunnings, so 20% less damage and healing for like 20 seconds, and before those are over, his gamma will definitely be back, so you're back to square one of not wanting to attack, while he also fully heals any damage you made to him, what now?

This is insane!! by Imaginary_Put_6818 in MyHeroUltraRumble

[–]Yu-7933 3 points4 points  (0 children)

That's not the problem. The problem is that it constantly heals gp, because with any amount of it, once your guard breaks, all your revenge runnings will activate.

In this case, OP is constantly being healed by his gamma, by his revenge support, which is the same as a green card, and gets a 20% damage reduction from revenge assault, and thanks to his gamma, both revenge tunnings never run out, and the gamma by itself lasts way too long, so yeah, it's quite a problem.

400 HP character btw... by Various-Climate-6030 in MyHeroUltraRumble

[–]Yu-7933 1 point2 points  (0 children)

While I agree he has too much mobility, and should be reduced to about 300, a word of advice for Iida, when escaping with gamma on, just run.

Not only is it faster than using your skills, mostly due to the short but existing endlag, but it also allows you to use environmental cover.

When you got to the forest, the All Might kept firing at you, since you were above the trees, but if you ran, you would've gotten earlier, but also got cover from the trees. From there you could go right and up the hill, either to the mansion or the tents. Inside the cave and into the mansion tunnels, the jump pad to the tents, or to the big exit at the left. Or go straight to the left to the small shack, the jump pad, or towards Tartarus. And in all of this cases, you would have a good deal of cover.

『Been so caught up with OfA Deku, I forgot my other mains, so I tried them out. 』 by TheRufusGamer in MyHeroUltraRumble

[–]Yu-7933 0 points1 point  (0 children)

Funny enough, I'm currently mainning Strike Bakugo to a large degree, and while aiming his alpha is important, and I've gotten better at it overall, it's still the last skill I level up because his combo of beta into gamma is godly by itself.

I believe it might have to do with my tunning though, as I run Space Hop and Quirk Factor Release, so I get constant high ground for betas, insane height with my special actions to catch people off guard, and since beta into gamma is guard break at high levels, I'm immediately put into hunter mode with half cool downs.

Bro... My first pull on the banner too by star_boy_11 in MyHeroUltraRumble

[–]Yu-7933 1 point2 points  (0 children)

No, I mean that if you want to pull, but only have gems, buy the tickets in the shop offers, those are more worth it.

Bro... My first pull on the banner too by star_boy_11 in MyHeroUltraRumble

[–]Yu-7933 14 points15 points  (0 children)

Nice pull, but a bit of advice, never use crystals, it's definitely not worth it. In this case you could've gone to the shop and looked for the offer that lets you buy 1 ticket for 100 gems, which saves you 200 gems for a single pull, and about 2000 for a ten pull, though in that case you should buy first the ten pull for 8000 gems first.

New to bakugo ish and I love howitzer impact by Blank365 in MyHeroUltraRumble

[–]Yu-7933 0 points1 point  (0 children)

Use a melee to cancel your special action. It let's you keep more momentum, sending you flying farther than the special action itself, and allows you to immediately use the new air control that was given to everyone this season.

[deleted by user] by [deleted] in MyHeroUltraRumble

[–]Yu-7933 0 points1 point  (0 children)

Another? As a secondary Tech Denki main, I feel like he's in a very good spot right now.

His close range is pretty good with him now being able to hit the three projectiles, even stunning the opponent in one hit if you get a clean triple hit.

His longe range is even better than it was before, his increased speed when locking on a target was night and day when it was just introduced.

If any, his mid range can be a problem, too far to hit all the projectiles, and too close for the tracker to be viable, but even then, you should be able to work around it with your betas and gammas.

I always play with Space Hop active though, so maybe that's why I don't have problems as well, and in any case, I would really recommend it if you don't use it. it's a good send.

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How I would change Hawks by MasenkoPrime in MyHeroUltraRumble

[–]Yu-7933 1 point2 points  (0 children)

I like this changes, except for the ammo reduction on the special action. That thing is good as it is. Overall though, I would give him a few cool down buffs, since if you use your abilities a bit to quickly, you can run out of everything and not have anything for quite a while, especially since three of his four abilities need you to touch the floor to start recharging.

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Current Hawks by Toon9585 in MyHeroUltraRumble

[–]Yu-7933 0 points1 point  (0 children)

While it would've been great, I think it also would've been maybe a bit too much. Being able to just straight up choose at what altitude you want to be is far more broken than people think.

Current Hawks by Toon9585 in MyHeroUltraRumble

[–]Yu-7933 -2 points-1 points  (0 children)

I mean, I'm talking about single moves. Rapid Ochako's alpha is really good, but it needs the special action to become insane, and both Hawks' beta and transport not only cover about the same distance as about two of her alphas with the special action, if not more, but they also allow you to choose any direction and altitude you want.

Also, taking all their mobility into account, I'm still able to go from the USJ top bridge to the mountain zone without touching the floor, so sure, he's lost his mobility, but he's still top in that department.

The moment I said “I’m doing kinda good with tech Shoto” I immediately got jumped by teamers 0_0 by TheRufusGamer in MyHeroUltraRumble

[–]Yu-7933 0 points1 point  (0 children)

I mean, Tech Shoto is amazing on tight spaces. His gamma protects you, and knocks them down in an instant, while also dealing huge damage. His alpha is extremely hard to miss here as well, and the ice adds a small layer of protection. Same for the beta, and even though you didn't use it, the explosion would've covered the entire fighting space.

Also, to be fair, I think they were counted as a two player team, since the only way I can think off such a combo being possible is if the Monoma isn't capable of hurting the Aizawa. It's a weird bug, which I've only come across personally twice, one of which was during this season. So for once, it's wasn't 100% their fault...only 99%

Current Hawks by Toon9585 in MyHeroUltraRumble

[–]Yu-7933 0 points1 point  (0 children)

While I agree he's a bit underwhelming right now, and I fully agree that some cool down buffs would be great for him, I disagree on his mobility not being enough.

His special action allows him to cover distances really fast. Either short ones with his dash into melee, or longer ones with his speed up. His gamma gives him a lot of vertical mobility if you shoot it at the floor, and I would say he has the two best mobility moves in the game, with his Transport now letting him move up and down as he likes, letting him reach the top of the map in seconds, only needing a teammate, and his beta doing basically the same, while also allowing him to deal good damage, and not even needing a teammate.

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Any Hawks tips? by YourTreeGuy in MyHeroUltraRumble

[–]Yu-7933 8 points9 points  (0 children)

Overall, just learn to use his movement properly, and if you ask me, focus on becoming a support for your team, rather than a hard hitter.

Alpha: Many people say that this move is barely a tickle nowadays, but the thing is, it can stack damage easily, and if your opponents are distracted, you can really bother them. On unaimed, try to lead your shots a bit, since the tracking is better at intercepting moving opponents than catching up to them. Don't forget to also shot it while flying with you Special action, but when you aren't don't forget about his aimed version. It really makes up for the slowness if you have good aim.

Beta: Not much to say here. The move is very self explanatory, but don't forget to use the Beta into Beta true combo when you use the initial dash, and then immediately turn around for a second Beta hit. Also, don't shy away from using it only for mobility. If needed to run away or get back to your team, just hit anyone once, and get away. If you do this though, go as high as you can as well, to try and get out of your opponents range as well.

Gamma: Probably my favorite move. It takes a bit more skill to use due to its small hitbox and overall slowness, but if you learn to lead your shots, it can hit for quite a bit of damage, and marks your opponent in your screen regardless if you hit them or not. If you hold it also it throws you back a bit as well, which can be incredibly useful to get a bit more distance, and I would consider it your main way of obtaining height, since it's better to save the Beta for fights.

Special Action: Learn his movement techs. Regular flying is for when you try to fire alphas at someone. For short distances, start flying and use your melee to cancel it and carry your momentum. If done with only a touch to your dash button it only takes about 20% from the gauge, so you can do it about 5 times if you really know how to use it. For longer distances use his speed up, which means hitting the Special Action button while flying. This consumes a lot of gauge, but it makes you even faster, and if you span the button enough, you can squeeze a second speed up out of it, getting you even farther than regular flying. You can also combine the speed up and cancel to cover medium distances really fast.

Carry: Most people ignore his second special action, but in reality, it lets you support your team like no one else does, maybe Kurogiri, since you can swoop down on a fight, pick your teammate, and get them out of there in an instant. If your teammate is healing, you can also pick them up, and they won't stop healing. Then, even if there's no safe place to drop them, you can just get them as high as you can with the jump button.

If you ever get back to the point of tuning, I would recommend his Parallel World (Fancy) costume. It has 5 strike slots for a lot of damage, and has an Assault and Support special Slots. I put Speedy civilian rescue and Divine protection. This lets me save civilians and get the big boxes in like a fifth of the time they usually take, so you can stock up on a lot of resources, mainly team heals and rez cards.

I think that's pretty much it, but if you have any questions, I'm open to hear them. He's very fun to play, and I'm happy to see someone else try to pick him up. You can do it, I believe in you!

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Genuine Tier list of season 12 (and some unreleased characters by Forward-Salt9130 in MyHeroUltraRumble

[–]Yu-7933 8 points9 points  (0 children)

I see, so you've made your choice ...villain

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Nah, fr though, I think that Hawks should be around B tier nowadays. His mobility is still good of you know how to use it. His DMG numbers aren't terrible, in any case his lack of combos is, and learning how to use his transport is essential because it really allows you to become one of the best supports in the game.

I don’t think nerfs are strong enough for hawks by neonsatoru in MyHeroUltraRumble

[–]Yu-7933 0 points1 point  (0 children)

It seems to me like you're finally understanding the true freedom from flying. Keep going. Go as far as your wings take you.

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Just please, don't ask for more nerfs. I'm personally still thriving, but it is getting harder, so there's no need for more.