Post by TwinLeaders on Dec 21, 2005 18:02:56 GMT -5
sucks that this is only for faltzer version, eh? oh well... it's got two codes, but with the strat I personally use, you might not find that to be a nuisance at all
Prerequisites: Enter the "Soul Netbattler's" e-reader code for maximum potential (I'm lazy so I'm not gonna bother listing how )
Bug-up your navicust as follows:
-place the "numberopening" NCP with one of its rows hanging outside of the navicust box
-with the extra space, stick in...er...whatever you want? xD. feel free to bug it up even more if u want
now, with that done with, here's the actual folder:
Tornado T x4
Airwheel2 T x1
Airwheel3 T x3
Static V x3
Coming Load * x1
Going Load * x1
Rockcube * x4
Invis * x3 (preset)
Paralysis Pill (?) * x2 or Areasteal * x1 and P. Pill x1
Atk+10 * x3, or Atk+10 * x1 and Areasteal * x2
Atk+30 * x1
TengumanEX T x1
TengumanSP T x1
TomahawkmanSP T x1 or Areasteal * x1
TomahawkmanEX T x1 or Areasteal * x1
Preferred Soul: Tengu (Faltzer Only)
Strategy: This technique is very very strict, but can be strong, so listen up. Using static, tengumans and tomahawkmans, stall for time. DO NOT, I repeat, DO NOT use tengusoul just yet. You don't wanna be slashed out of it... anyways, lay down coming load and going load as you want, but make sure that they are on different enemy rows (no really ) Attach paralysis pills to the static chips if you want, but it's really up to you. Abuse charge shots, and with the soul battler's customize thingy on, you can use supervulcan if you want (user's choice)
When you get the following chips in your cust screen (and with your numberopening, even the losing custom1 bug every turn doesn't really apply for much in this folder), select them in this order: Rockcube, Airwheel2/3, atk +? OR Paralysis Pill, Tornado. Go into tengucross at this point. Now, hopefully by now you'd have screwed up your opponent's movements with coming and/or going load. Ok, here's the real strat. Get ready.
Start by laying a rockcube in the middle row, then charge up your tenguracket. I know, it may seem very tempting to fling the rockcube at your foe for 200 straight damage, but don't. In fact, your opponent will probably expect this and move out of the way. This is to your advantage.
Fling the rockcube when the enemy is not behind it, making it land on the back middle square in the process. This is the hard part. Hopefully you will not have any area been stolen (note the possible ways to stick in Areasteal * if you must). Stand in a position where you are three squares away from the rockcube you placed. Let free your airwheel. If you placed the rockcube in the right position, it should stop right in front of the rockcube and land in the middle square. Undodgeable if your opponent doesn't use area steal. nice. Now, to make it even more unfair, let loose tornado ON THE spinning airwheel. If you did this correctly, and the atk+ chips were attached to the airwheel, it will now do a very, VERY high amount of damage for one shot. pretty cheap, eh?
An alternative strategy would be to use tengucros to launch the rockcube to the same area, then let loose airwheel, only this time when you have airwheel uploaded ON A DIFFERENT TURN go into dustcross. While the wheel is spinning you can suck in both the rockcube and the airwheel (B+left) and launch them both for 200 dmg each. fun. xD
anyways, comment on this thing; I'm really really bad at making folders, actually, so :S.
Prerequisites: Enter the "Soul Netbattler's" e-reader code for maximum potential (I'm lazy so I'm not gonna bother listing how )
Bug-up your navicust as follows:
-place the "numberopening" NCP with one of its rows hanging outside of the navicust box
-with the extra space, stick in...er...whatever you want? xD. feel free to bug it up even more if u want
now, with that done with, here's the actual folder:
Tornado T x4
Airwheel2 T x1
Airwheel3 T x3
Static V x3
Coming Load * x1
Going Load * x1
Rockcube * x4
Invis * x3 (preset)
Paralysis Pill (?) * x2 or Areasteal * x1 and P. Pill x1
Atk+10 * x3, or Atk+10 * x1 and Areasteal * x2
Atk+30 * x1
TengumanEX T x1
TengumanSP T x1
TomahawkmanSP T x1 or Areasteal * x1
TomahawkmanEX T x1 or Areasteal * x1
Preferred Soul: Tengu (Faltzer Only)
Strategy: This technique is very very strict, but can be strong, so listen up. Using static, tengumans and tomahawkmans, stall for time. DO NOT, I repeat, DO NOT use tengusoul just yet. You don't wanna be slashed out of it... anyways, lay down coming load and going load as you want, but make sure that they are on different enemy rows (no really ) Attach paralysis pills to the static chips if you want, but it's really up to you. Abuse charge shots, and with the soul battler's customize thingy on, you can use supervulcan if you want (user's choice)
When you get the following chips in your cust screen (and with your numberopening, even the losing custom1 bug every turn doesn't really apply for much in this folder), select them in this order: Rockcube, Airwheel2/3, atk +? OR Paralysis Pill, Tornado. Go into tengucross at this point. Now, hopefully by now you'd have screwed up your opponent's movements with coming and/or going load. Ok, here's the real strat. Get ready.
Start by laying a rockcube in the middle row, then charge up your tenguracket. I know, it may seem very tempting to fling the rockcube at your foe for 200 straight damage, but don't. In fact, your opponent will probably expect this and move out of the way. This is to your advantage.
Fling the rockcube when the enemy is not behind it, making it land on the back middle square in the process. This is the hard part. Hopefully you will not have any area been stolen (note the possible ways to stick in Areasteal * if you must). Stand in a position where you are three squares away from the rockcube you placed. Let free your airwheel. If you placed the rockcube in the right position, it should stop right in front of the rockcube and land in the middle square. Undodgeable if your opponent doesn't use area steal. nice. Now, to make it even more unfair, let loose tornado ON THE spinning airwheel. If you did this correctly, and the atk+ chips were attached to the airwheel, it will now do a very, VERY high amount of damage for one shot. pretty cheap, eh?
An alternative strategy would be to use tengucros to launch the rockcube to the same area, then let loose airwheel, only this time when you have airwheel uploaded ON A DIFFERENT TURN go into dustcross. While the wheel is spinning you can suck in both the rockcube and the airwheel (B+left) and launch them both for 200 dmg each. fun. xD
anyways, comment on this thing; I'm really really bad at making folders, actually, so :S.