Pocket Bravery/Daisuke/Strategy: Difference between revisions

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  |entext= Daisuke in general is considered a somewhat difficult character to learn at the beginning. He will depend heavily on his cancels with the stance (236HK~5LK) on his normals in order to play neutral. Daisuke doesn't have positive buttons or elementals that make him positive, therefore, you need to have a great knowledge of spacing and learn how to navigate neutral with your normals and quick cancelling into the stance (even similar to Johnny's gameplay, from Guilty Gear Series).
  |pttext= Daisuke no geral é considerado um personagem um tanto que dificil de aprender no começo. Ele vai depender bastante de seus cancels com a stance (236HK~5LK) em seus normals. Daisuke não tem botões positivos e nem elementais que o deixam positivos. Sabendo disso, é necessário que você tenha um bom conhecimento de espaçamento com seus normais e um rápido cancelamento com a stance (parecido até com o gameplay do Johnny, de Guilty Gear Series).
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  |entext= Regarding your normals in neutral, abuse a lot of 2.LP and 5.HP canceled in the stance to stay safe. It is also possible to fish for confirms with other buttons, such as 5.HK, which has an interesting delay to confuse the opponent and miss the whiff punish window, mix those up. His tk orb (J.2369LP+HP), it's important that you do it close so you're not punishable) can also be used in neutral as a midscreen space control projectile, in order to limit the approach of some characters (Ndidi, Arshavyn, Kimberly, Nuno, etc.).
  |pttext= Sobre seus normais no neutro, abuse bastante do 2.LP e 5.HP cancelado na stance pra ficar safe. Também é possivel pescar confirms com outros botões, como o 5.HK que possui um delay até que interessante para confundir o oponente e errar o whiff punish. É uma observação um pouco inutil, mas pode servir em algumas situações, mas o orbe (J.2369LP+HP, é importante que você o faça perto do chão porque se tornou punivel depois do ultimo patch de balanceamento) também pode ser usado no neutro como uma "magia" no meio da tela para limitar a movimentação de alguns personagens (Ndidi, Arshavyn, Kimberly, Nuno etc).
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  |entext= Daisuke has great tools to approach and get closer. His 66.HP "dash attack" is excellent for getting an opening for a combo if you catch a hit, start pressure by canceling his stance or forcing a mix up with 236.LP, which, if it counters a mash attempt, it is possible to combo with 2.LP and extend with 236.LK+HK. Speaking of 236.LP, it is also a great neutral move and I would say even fundamental in certain matchups, especially against zonners. With this move, in anti-air situations for example, it is possible to confirm in super (Mil Cortes) or, if you are in the correct range and prefer a more optimized conversion, you can also choose to do 236.LK and cancel in 214.LP+HP and finish with a special move. There also other optimal routes in a wide variety of situations, in midsceen allowing for great corner carry, damaging corner routes, it's a rather versatile move. Daisuke also has a divekick (J.236LP and J.236HP which has a second hit, but is very punishable on block). It's recommended to use it in certain specific matchups to force the opponent to miss anti-air and punish them if they use dp as an option.
  |pttext= Daisuke possui otimas ferramentas para se aproximar. O "dash attack" 66.HP, é excelente pra conseguir uma abertura para combo se pegar on hit, começar uma pressão cancelando na stance ou forçar um mix up com o 236.LP que, se pegar em counter numa tentativa de mash do oponente, é possivel combar com 2.LP e estender com 236.LK+HK. Falando em 236.LP, ele também é um otimo move para o neutro e eu diria que até fundamental em algumas matchups, principalmente contra zonners. Com esse move, em situações de antiair por exemplo, é possivel confirmar em super (Mil Cortes) ou, se estiver no range correto e preferir uma conversão mais otimizada, pode também optar por fazer o 236.LK e cancelar em 214.LP+HP e finalizar com special. Também temos rotas especilizadas no meio da tela que leval a um ótimo corner carry, ou rotas que dão um dano alto no canto. Daisuke também possui um divekick (J.236LP e J.236HP que tem um segundo hit, mas é bem punivel on block). É recomendado usar bastante em algumas especificas matchups para forçar o oponente a errar o antiair e punir, mesmo se usar um reversal como opção,
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[[Category:Pocket_Bravery]]
[[Category:Pocket_Bravery]]

Latest revision as of 16:55, 5 February 2024

Last updated in version 1.23

🇧🇷 PT


General


Daisuke in general is considered a somewhat difficult character to learn at the beginning. He will depend heavily on his cancels with the stance (236HK~5LK) on his normals in order to play neutral. Daisuke doesn't have positive buttons or elementals that make him positive, therefore, you need to have a great knowledge of spacing and learn how to navigate neutral with your normals and quick cancelling into the stance (even similar to Johnny's gameplay, from Guilty Gear Series).


Buttons


Regarding your normals in neutral, abuse a lot of 2.LP and 5.HP canceled in the stance to stay safe. It is also possible to fish for confirms with other buttons, such as 5.HK, which has an interesting delay to confuse the opponent and miss the whiff punish window, mix those up. His tk orb (J.2369LP+HP), it's important that you do it close so you're not punishable) can also be used in neutral as a midscreen space control projectile, in order to limit the approach of some characters (Ndidi, Arshavyn, Kimberly, Nuno, etc.).


Specials


Daisuke has great tools to approach and get closer. His 66.HP "dash attack" is excellent for getting an opening for a combo if you catch a hit, start pressure by canceling his stance or forcing a mix up with 236.LP, which, if it counters a mash attempt, it is possible to combo with 2.LP and extend with 236.LK+HK. Speaking of 236.LP, it is also a great neutral move and I would say even fundamental in certain matchups, especially against zonners. With this move, in anti-air situations for example, it is possible to confirm in super (Mil Cortes) or, if you are in the correct range and prefer a more optimized conversion, you can also choose to do 236.LK and cancel in 214.LP+HP and finish with a special move. There also other optimal routes in a wide variety of situations, in midsceen allowing for great corner carry, damaging corner routes, it's a rather versatile move. Daisuke also has a divekick (J.236LP and J.236HP which has a second hit, but is very punishable on block). It's recommended to use it in certain specific matchups to force the opponent to miss anti-air and punish them if they use dp as an option.


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Malika
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