Pojo's Cardfight!! Vanguard news, tips, strategies and more! | |||||
Pojo's Cardfight Vanguard Site
This Space |
Saikyo Cardfighter R
Saikyo’s Six Steps to Stop Sucking Significantly
Saikyo goes over the inexcusable mistakes
Cardfighters make when they should know better.
We’ve had a good long run for over four years. Five, if you
leapt on it the moment it hit Japan and used online sims
until then. But I have to say that I’ve been encountering
several people recently who keep on repeating pretty obvious
mistakes game after game. Unless I’m just such a genius at
this and the mistakes aren’t actually that obvious but come
on.
I don’t think the players who keep repeating these mistakes
constantly have any excuse anymore, to be honest. If you
visit my articles I can only assume that you came here to
watch me dispense advice on how to get good/slightly less
bloody awful. If you play casually and don’t care then I
have nothing to say to you.
So it is now up to me to address some of the common misplays
people make that have often made the difference between my
loss and victory. Avoid these common mistakes and you’ll
find yourself being in less of a jam. And I would also only
mock you for your bad deck as opposed to bad play. Which I
would consider a step in the right direction.
1.
Don’t just always swing with the vanguard first,
even if you run no Stands.
The penalty for this may not be obvious, but let me explain
why. If you swing with the vanguard first all the time, the
opponent can then damage check a trigger which can make
their vanguard harder to hit. Even worse is the scenario
where one of your rearguards cannot hit a vanguard by itself
anyway and can only attack the opponent’s weakest front row.
What if the opponent checks a trigger, and powers up the
weakest rearguard? Now your puny unit can’t hit anything and
you’re down an attack. The smarter option is to have the
weakest unit attack something first. Doesn’t matter what, as
long as it can hit, since even if you power up that unit
it’ll only force at best 5k, which you could easily take
away attacking an interceptor anyway. And you’re free to
power up a column with a nastier effect. Only start swinging
vanguard first once the opponent’s on 4 damage. Guarding’s
different around that time so it pays off better.
2.
Watch the cards, for god’s sake.
I addressed this point in the Rearguard Hate article.
Basically, the amount of attackers compared to boosters is
higher, so attacking rearguards constantly is generally a
bad idea owing to how easily they can be replaced and how
much shield the opponent saves. You also need to remember
the opponent’s drive checks, which should tell you what to
do next. There is absolutely no point trying to power up
your vanguard and increase its critical if the opponent has
a Perfect Guard to drop in its face. Failure to pay
attention is going to eat resources you can’t afford to
waste for a gambit doomed to fail.
3.
Watch your own cards, too, for god’s sake.
There’s no point dropping shield to protect a rearguard if
you’ve got a replacement attacker ready to go. Also, count
your guard. Too often I’ve seen people over-guard an attack
and that screws them that turn because they sucked at maths.
4.
Don’t aim to use your starter’s skill right away.
Chances are, your first vanguard will have a skill that will
cost resources to either then +0 wash you, or sometimes even
-1 you in the process. A common starter I saw almost
everyone try and use as soon as possible was Captain
Nightkid for Granblue. Using him to set up your drop zone
all sounds good, but it’s a CB1 and a -1 cost to you and any
plus you could then generate after that will come at a +0
wash overall at the end, not to mention you could
potentially lose a valuable booster in the process. There’s
no point in deliberately using up your finite materials
simply because you like him more. Nowadays, it’s the
Grade-3-top-5 searchers that almost everyone tries to use
now, but again, it’s not necessarily a good play. Fail, and
you’ve lost a card and a Counterblast for nothing. Succeed,
and you got a +0 wash out of it, maybe not even a high
quality one unless you’re Grade-stuck.
5.
Psychic Bird and similar cards are for desperate
situation only.
For those who don’t remember my Stand Trigger article, I
address the point that losing a 10k shield for a play that’s
basically almost always going to net you a 5k shield back is
not efficient because you lose out on guard quality. Unless
you absolutely need something important, like a missing
Grade, it’s often better to just keep them, particularly
since the decks I often see these cards in are good at
recouping losses back anyway, so it’s just winmore and
unnecessary.
6.
Get a haircut.
You look like Kamui Katsuragi got trapped in a whisk.
NOTE: The boss is taking a week off, so no reviews or
articles until the week after. So you have no right to
complain about the lack of activity. You didn’t pay to see
this. If you did, you may want to consider that someone’s
scamming your balls off.
Try your hardest to convince me I’m wrong (I’m not)
at
saikyocardfighter@outlook.com
|
||||
Copyright© 1998-2015 pojo.com This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site. |