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 Tsukuyomi Mikoto Build

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kyarashotgun
XiaoFu
BARILLIAN
Aurum_Sol
lReisenl
Nilla
Zwiebel Force
beccadmgirl
NeilSteel
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beccadmgirl
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 5:02 pm

I don't have her to comment on her melee sorry bout that, only can try to max her stat
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Zwiebel Force
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 6:10 pm

I met a few Tsukis w/ slow tunes but iirc those were the people who would slow tune their Skillvias to, so idk.
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Richitt
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 6:31 pm

Cool, thanks becca.

Question though - what's the wlk break points again?
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Poppet
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 6:56 pm

Spoiler:

Here is my build, Skullroid BS-G is a real hard BS part to get. So, swap it for a general UC BS and drop a Beast Tune. The Taoyamenokazari can be swapped for a Black Layer Ribbon if you swap a power tune for a run.

You can swap 3x Great Grappler for 3x Slow. You can use Base Grapplers and grab 2/3x CVeils or HP tunes.


On your builds: Assault Step is like a better Sway. The Waltz and Dragon Barrier Carts are shit get Sword/Blast Guard. You shouldn't be using Handy/Handguns unless you need to swap through subweapons. You should be getting 40 STR/36 WLK period.
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Aurum_Sol
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 7:07 pm

Poppet wrote:

On your builds: Assault Step is like a better Sway. The Waltz and Dragon Barrier Carts are shit get Sword/Blast Guard.

upgraded waltz is limited to forward teleporting but is instand compared to her noncarted omnidirectional teleport. for offensive melee playstyles the cart will improve the abilitys performance alot.

dragon barrier is a big thing for both: gunners and melees, its alot easier to use on melees, too. combinated use of her wonderbit and dragonbarrier can yield nasty results for zero effort.

assault step also can not really be called "a better sway" because after the sway nerf both lost alot of the similarity they had when assault step was added to the game (because straight forward sway was nerfed alot, especially for S sized bots)
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Poppet
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 7:24 pm

Aurum_Sol wrote:
Poppet wrote:

On your builds: Assault Step is like a better Sway. The Waltz and Dragon Barrier Carts are shit get Sword/Blast Guard.

upgraded waltz is limited to forward teleporting but is instand compared to her noncarted omnidirectional teleport. for offensive melee playstyles the cart will improve the abilitys performance alot.

dragon barrier is a big thing for both: gunners and melees, its alot easier to use on melees, too. combinated use of her wonderbit and dragonbarrier can yield nasty results for zero effort.

assault step also can not really be called "a better sway" because after the sway nerf both lost alot of the similarity they had when assault step was added to the game (because straight forward sway was nerfed alot, especially for S sized bots)

Waltz will give you a knockup finisher which always gold veils and even at base WLK speed Assault Step is still going to go farther.

You can't do anything while it's up, in general you would be better off shooting back even with Full Moon. It doesn't even protect the bit, lol.

You're right Assault Step shouldn't even be compared to something as silly as Sway.
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fggt
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 9:38 pm

Teranoshin is best of the best BS for S-size melee, or else just stick with tonosama lander or shadow master bs.

Dragon barrier is decent for melee route, a front shield with short duration CV is never bad.

Waltz is shit imo, only one direction forward with longer cd, the range is only slightly better.

Spoiler:
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beccadmgirl
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyThu Jul 18, 2013 11:06 pm

Poppet wrote:
Guard. You shouldn't be using Handy/Handguns unless you need to swap through subweapons. You should be getting 40 STR/36 WLK period.

As i've said I don't own a mikoto so i don't know her attack pattern and her sub weapon rotation. so on the safe side I used handy mag else I'll just pop in a pom-pom and put another run tune to reach 40
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lReisenl
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 7:30 am

Since the WB seems to only last a set amount of time, would it be okay to 0 it? O.o
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XiaoFu
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 7:41 am

lReisenl wrote:
Since the WB seems to only last a set amount of time, would it be okay to 0 it? O.o

No, never " 0 " Tsukuyomi's WB. If you do it drains so fast, the laser won't even be able to shoot off much less hit something. You can go try it if you, I already did and thats why I know.
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Richitt
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 8:54 am

So, I take it using grappler on the relic orbs does help the melee?
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fggt
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 9:10 am

Personally i would suggest glad/high glad if you can fit the cost. A little more damage is not bad though.
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Stickboy
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 10:21 am

would high glad to get everyone in range
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NeilSteel
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 6:25 pm

is 3 great grap for mikoto a good idea? wouldnt that slow her melee big time? Anyone tried this yet? Feedback Very Happy
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Poppet
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 7:14 pm

The combo doesn't move you that far already and has like no knockback. If you needed to close distance you would just use Assault Step anyways. If anything it might be a benefit to not move as far.

It'll kill your air combo though.
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NeilSteel
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 7:29 pm

Poppet wrote:
The combo doesn't move you that far already and has like no knockback. If you needed to close distance you would just use Assault Step anyways. If anything it might be a benefit to not move as far.

It'll kill your air combo though.

pls explain i dont get it D:
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Zwiebel Force
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptyFri Jul 19, 2013 8:36 pm

NeilSteel wrote:
Poppet wrote:
The combo doesn't move you that far already and has like no knockback. If you needed to close distance you would just use Assault Step anyways. If anything it might be a benefit to not move as far.

It'll kill your air combo though.

pls explain i dont get it D:
Dude do you even play her? Just try out her air combo and then try to figure out why lowering her speed and reach would fuck it #em3.5 
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fggt
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PostSubject: Re: Tsukuyomi Mikoto Build   Tsukuyomi Mikoto Build - Page 2 EmptySat Jul 20, 2013 4:27 am

Zwiebel Force wrote:
Dude do you even play her? Just try out her air combo and then try to figure out why lowering her speed and reach would fuck it #em3.5 

Gl finding a tune that lower melee range.
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