Showing posts with label Lili. Show all posts
Showing posts with label Lili. Show all posts

Monday, August 12, 2013

Lili - Deck 03

This is a deck I discovered from one of the infamous top 10 Lili players. Like Deck 02, it has speed, healing, damage and some defense. This is the first Lili deck since the new Lili cards, so think of this deck as Lili - Deck 02 but better.


The Deck

Lili
Lili
  • 2x Peacock Waltz: 18 Damage, Punch, Before the attack: Only Punch: 3rd card +16 Hit
  • 3x Direct Persuasion: 22 Damage, Punch, After the attack: Cards ≤ Opp cards & Opp cards ≥ 3: +1 card
  • 2x Minuet: 25 Damage, Punch, Before the attack: Opp cards ≥ 4: Cards +5 Hit
  • 2x Monte Carlo Snap: 16 Damage, Punch, After the attack: Block missed: Card discarded & +27 HP
  • 1x Shears to Spinning Edge: 20 Damage, Kick, After the attack: Focus -5 cards & +3 cards
  • 1x Rafflesia: 12 Damage, Punch, Opp cards ≥ 3: +1 Parry
  • 3x Rose Pique: 20 Damage, Punch, Before the attack: Cards ≤ Opp cards: 3rd card +15 Hit & Opp 3rd card -30 Hit
  • 1x Elysee Le Bras Allonge: 20 Damage, Punch, After the attack: Strike: Both -5 cards & Both +4 cards
  • Power Card: Lili - I: 185 HP First turn: +2 cards & Opp +1 card

Strategy

Try to capitalize off Elysee Le Bras Allonge. That card with the help of Shears to Spinning Edge and the
3x Direct Persuasions ensure that the assault persists. You are likely to cycle through your deck at least once before victory. Try to strike when Direct Persuasion is going to proc, that way you take advantage of the card, however doing this tends to become predictable, fortunately damage comes from the 3rd card and not really the first 2. Generally strike at 3 cards or more.

Conclusion

There isn't really much to be said about this deck. I have seen extremely poor players use this deck and still achieve ranking of 1300. Sorry it took so long to get this out, I think they are going to nerf a lot of the cards found in this deck so there isn't much time to enjoy it.

Friday, July 19, 2013

Tactics 07 - Double Block Technique

This post is about a technique used to counter A LOT of cards that many people think are over powered. I called the technique the "Double Block" because that is basically what it is. I will go over what it is and give some examples as well as some cards that are thwarted by this technique.

What is it

How many times have you been in a situation where the opponent has one (or two) card(s) which enabled them to play block until you played strike and at the end, the opponent ends up with a safe card advantage in exchange for a small amount of life points? I have had this happen to me so many times (especially when Parry Lili was running wild) and it frustrated me till I realized the counter was so simple. Blocking with them, twice.

As you all know, the game will force all 5 players to discard their cards if there is no movement in cards (currently it is "if there is no change in the total # of cards on the field, but this will be corrected). The double blocking technique takes advantage of this and forces the opponent to perhaps "focus" so that they do not have to discard their card, but also risk a focus break or play "block" and risk discarding their cards. It ensures that no card grants an unstoppable ability and requires taking a risks. I will go over some examples ahead.

When is it Useful

Usually, the opponent will abuse their cards by constantly blocking in hopes that you strike. If you possess a card that they cannot afford let through and they possess one of the cards below, they will most likely block till you strike.


Kazuya

Demon Scissors: 19 Damage, Kick, Before the attack: Block: +1 Punch Parry & Opp 4th card -10 Hit
Opponent will block till you strike. Best case scenario: you strike with 5 cards, 1 card (5th card) hits your opponent and half a card (4th card) hits your opponent. The opponent has X cards and you have 0. In the worst case scenario, you end up striking for 0 damage, and your opponent has X cards and you have 0.

Entrails Smash: 20 Damage, Punch, Before the attack: Opp Strike: Opp cards ≥ 3: +1 Punch Parry
Similar to Demon Scissors but not as effective.

Law

Dragon Junkyard Kick: 22 Damage, Kick, After the attack: Opp cards ≥ 4: Card discarded +2 cards
Opponent will block till this card triggers, then they will strike or block. Best case scenario, you strike with 5 cards, 3 go through and they end up with 2+ cards and you 0. Worst case scenario, you strike them with 3 cards and 1 card goes through, they end up with 2+ cards and you 0.

Dragon's Descent: 25 Damage, Kick, After the attack: Opp Focus: Card discarded +30 HP
When the opposing Law desperately needs HP and a strike will potentially kill them, they will block till you focus.

Ab Cruncher: 23 Damage, Kick, After the attack: Block & Opp cards ≥ 3: -5 HP and +1 card
The opponent will block till you strike or have at least 3 cards. From there, they will activate Ab Cruncher's ability and receive 1 card at the cost of 5 hp whilst maintaining a strong defense.

Yoshimitsu

Sakanobori: 12 Damage, Kick, Before the attack: Block: +1 Parry
Exactly like Entrails Smash, opponent will block till you strike. This card works well when paired with Kurama Itto and other HP per turn cards.

Tobi Ushiwaka: 15 Damage, Kick, After the attack: Block & Opp Focus: +1 card
Opponent will block in hopes that you strike/focus. As a result they will draw a card safely for every time you played focus. They will sneak a strike in from time to time.

Shisetsu Genman: 16 Damage, Kick, After the attack: Cards = Opp cards: +1 card & Opp -1 card
When you are behind in cards by 1, the opponent Yoshimitsu will block, in hopes that you focus and thus triggering the effects of Shisetsu Genman.

Xiaoyu

Battering Winds: 10 Damage, Punch, After the attack: Opp Focus: +1 card
Exactly like Tobi Ushikawa. Opponent will block in hopes that you strike/focus. As a result they will draw a card safely for every time you played focus.

Lili

Dendrobium: 18 Damage, Punch, After the attack: Cards = Opp cards: Opp -1 card
Exactly Similar to Shisetsu Genman but not the ability is not as strong. Opponent will use this to force you to discard your 1st card especially if it is highly threatening one.

Autumn Wind: 15 Damage, Kick, After the attack: Opp Focus: Both +1 card
Exactly like Tobi Ushikawa and Battering winds, except Opponent Lili will draw 1 for every card you receive. For Lili, her cards add so much utility (especially when the opponent has 3 or more cards) as a result this is actually OK.

Direct Persuasion: 26 Damage, Punch, After the attack: Cards ≤ Opp cards & Opp cards ≥ 3: +1 card
Opponent will block with this card in hopes that you focus to 3 cards or strike. If you played strike, 2 cards will be blocked and they will get another free card by playing focus when you have 0, they will then continue to block till you focus to 3 cards.

Freesia Thrust: 20 Damage, Kick, Before the attack: Opp Strike & Opp cards ≥ 3: +1 Kick Parry
Works very well with the 130 HP Lili Power Card. Works very much like Demon Scissors. Opponent will Block till you have played strike. After your failed strike, opponent will have a safe focus and continue to play block.

Rafflesia: 12 Damage, Punch, Before the attack: Opp cards ≥ 3: +1 Parry
Works very well with the 130 HP Lili Power Card. Works Exactly like Freesia Thrust. Opponent will Block till you have played strike. After your failed strike, opponent will have a safe focus and continue to play block.

Rose Pique: 20 Damage, Punch, Before the attack: Cards ≤ Opp cards: 3rd card +15 Hit & Opp 3rd card -30 Hit
Works Exactly like Rafflesia and Freesia Thrust except instead of blocking the 3rd card, it reduces its damage to nearly nothing. Opponent will Block till you have played strike. After your failed strike, opponent will have a safe focus and continue to play block.

Examples


These are the best examples I could get. Some of them aren't as critical but it was difficult for me to find examples where the opponent had the card and the cards were in the right positions.

Xiaoyu's Battering Winds
Xiaoyu Battering Winds
Opponent Xiaoyu blocking to avoid potential strikes and the effects of Shisetsu Genman
Here the opponent Xiaoyu posses the card Battering Winds. By blocking, the Xiaoyu can gain cards whilst avoiding potential strikes and the effects of Shisetsu Genman due to the Yoshimitsu's 1st card, Tobi Ushikawa. As the actual Yoshimitsu player, I value 1 of my cards as more valuable than 1 of Xiaoyu's so I will focus all the way. If I wanted, I could block three times for an all card discard, but that would be counter productive for me and favorable to the opposing Xiaoyu.

Kazuya's Demon Scissors
Demon Scissors being used against an Opposing Kazuya to prevent Devastator from hitting at all costs.
In this mirror match, the opposing Kazuya has 4 cards with Devastator in 2nd position. Originally, white trunks Kazuya drew Demon Scissors the same time red trunks Kazuya drew Devastator. Knowing that Demon God Fist and Devastator hitting would be extremely unfortunate, white trunks Kazuya decides not to risk it and blocks till red trunks Kazuya strikes. As the red trunks, I would 2x block, focus, 2x block, focus to abuse the healing of Demon God Fist knowing that the White Trunks Kazuya is most likely not going to risk taking the effects of Devastator or the Damage of Demon God Fist.

Lili's Dendrobrium
Dendrobrium used to get rid of Devastator
Dendrobrium used to get rid of Devastator
Opposing Lili will play block to force Dendrobrium's ability to discard Kazuya's Devastator (Devastator is such a great card =] ). The match just started but the Lili does have card advantage. As the Kazuya, I will double block with the Lili, and possibly a third time. If the Lili wishes to forgo her card advantage and also block on the 3rd turn, the Kazuya and Lili will then be at equal cards, and thus the Kazuya will win. If the Lili decides her card advantage is worth more than the Devastator, she will focus but not knowing what Kazuya is thinking, she risks letting the Devastator ability go off.

Conclusion

After I think about it, the examples are pretty bad (lol). I will use this last paragraph to describe another example. Let's pretend we are Paul with 2x 60 Damage cards (the ones that reduce pauls HP by 20 each turn if he has 3 or more), and the enemy is Yoshimitsu with 4 cards, Tobi Ushikawa in position 1, 1 Sakanobori Parry card,(to keep things simple) and 2 bronze cards that do 15 damage each. Let's imagine that Paul is at 31 HP and Yoshimitsu is at 20 HP. Let's imagine Yoshimitsu plans to block and use Tobi Ushikawa to gain a card and secure the tie/win. Paul knows focusing will be his downfall so if Paul plays Double Block, Yoshimitsu is pressured to flip a coin and Yoshimitsu's Tobi Ushikawa card becomes useless. This is the scenario I was trying to get from countless staminaless Quick Fights but I couldn't get one, and if I did, it was too intense to take a picture (lol).

I hope this posts helps people out. I know the pictures would be a lot better if the HP were in critical numbers but that was the best I could do =].

Don't be afraid to comment.

Thursday, July 4, 2013

Card Release 03

The new cards for Lili and Paul have arrived. These can be seen at the official Tekken Card Tournament site. I wanted to just do a quick review on them now that they are out.

New Cards

Lili

  • Shears to Spinning Edge: 20 Damage, Kick, After the attack, Focus: -5 cards & +3 cards
Low-medium damage (Lili's average card damge is 21). Awesome card in position 1 or 2. The skill is similar to a card shuffle in higher positions. Since the ability of this card forces a discard on itself, this card can find its place in a Punch deck as well. I think this card is pretty good, amazing as a first card and synergizes very well with Monte Carlo Snap a staple to any Lili Deck.
  • Rafflesia: 12 Damage, Punch, Before the attack, Opp cards ≥ 3: +1 Parry
Old Piercing Thorn but 4 less damage and unique. I suppose the developers thought that old Piercing Thorn was "Extremely" over powered and hence nerfed the damage, and made it unique and turned it into a Punch. I think this will be the biggest nerf for some time to come. Like its predecessor, this card is a great defense card but for 12 damage, there are much better cards and due to the uniqueness of the card and how most of Lili's opponent do their best to avoid having 3 or more cards (see 3rd Card Punch Deck), it is better to use another card.
  • Delicate Uprising: 20 Damage, Punch, After the attack, Strike & Head-on: Keep card & 1st card discard
Low to medium damage, Works best in position 2 and still pretty good in positions 3, 4 and 5. Works really well in a 3rd card buffing punch deck as it hastens the 3 card striking theme. Unfortunately the ability may not proc after the first round or with the help of SR Elysee Le Bras Allonge.
  • Rose Pique: 20 Damage, Punch, Before the attack, Cards ≤ Opp cards: 3rd card +15 Hit & Opp 3rd card -30 Hit
Pretty neat card, unfortunately does not go with the "opponent is trying to avoid having 3 or more cards" theme. It is pretty difficult to get the opponent to have 3 or more cards (if the opponent is intelligent) especially since this card is a Punch card (Broken Heart, Sunrise Sunset, and SR Elysee Le Bras Allonge is the only way to force cards to an opponent)

Paul

  • Piston Fire: 5 Damage, Punch, Before the attack, Head-on card: Card +40 Hit
Piston Fire. Rolls off the tongue, and into your opponent's face! This card is quite intimidating in positions 1 and 2. If the ability does not go off (there is no Head-on card) it is just absolute junk. But at least it will stop your opponent from focusing so that it stays off. I think it goes quite well with a 2 card striking/healing/force discard deck with SR Power card. That way the ability is more likely to go off and there are no negative effects for going to 3 cards or higher like most of Paul's other high damage cards. I would still rather go for God Hammer Punch, Thruster and an SR card. It is really difficult to replace those 3 "Unique" cards in any Paul deck.

  • The Boot: 25 Damage, Kick, Before the attack, Opp cards = 5: Opp cards -5 Hit
Terrible card. If it was Opp cards ≥ 4 instead it would be pretty good. It is quite easy for every character (except Xiaoyu) to be under 5 cards which is why the ability will rarely go off. I feel the designers created this card to help Paul players in the fight against Xiaoyu. Not sure why they did that seeing as how this card is useless against every other character.

  • Chest Crusher: 25 Damage, Punch, Before the attack, Block: +15 Protection
Pretty good defense card for Paul. I don't think Paul has any Defense cards at all making this card the best defense card for Paul. Most Paul players are quite aggressive and when they aren't they have healing cards to aggressively focus. Not sure if anyone would consider using this card in place of a healing card. It does do wonders against Xiaoyu, unless of course she has Wave Crest (which every Xiaoyu seems to run).
  • Foot Launch: 10 Damage, Kick, After the attack, Opp Block: Card +25 Hit
Not quite Nozuchi Fumi but it paired with 2 front cards that do immense damage, this card has the ability to do some strong damage. The damage isn't amazing and there are other options in terms of damage, but I think it offers a crappy guessing game for Paul (currently the One-hit-KO is the ultimate guessing game).

Conclusion

Lili's new cards are allright. I really like Shears to Spinning Edge and I would imagine it will be used quite often in all of Lili's decks (even the Punch ones). Rafflesia is a remake of Piercing Thorn, the damage is quite low and its uniqueness hinders consistency. Delicate Uprising is the 2nd best card in the batch. It's ability fits very well with the 3rd Card Punch Deck. Rosie Pique isn't amazing. It may be hard to get it's ability off without the help of SR Elysee Le Bras Allonge (which seems to go really well with a lot of Lili's cards).

With the exception of Chest Crusher, Paul's new cards seem mediocre. Although the abilities are new for Paul, the cards don't seem to offer much to Paul's current cards. I feel much of Paul's cards already cover what the new ones do and more. The Boot is new but the chances of it procing in a non Xiaoyu fight are almost nil. Hopefully these new cards get a buff somehow. If I were a Paul player, the only card I would consider would be Chest Cruncher, and even then, as a (pretend) Paul player, I wouldn't really be a blocking kind of guy.


No theme in this card release (I think). Up next, Panda and Nina.
Leave a comment or anything.

Wednesday, July 3, 2013

Lili Deck - 02

This is my second deck for Lili. It is 3rd card buffing punch deck. This deck isn't as popular in the 1100's as it is in the 1200's (I imagine because it is so good that those who use this deck rise past the 1200, lol). It is very strong (damage wise), fast, and Monte Carlo Snap (imo the best healing card since the Heihachi Update) is all the healing you need.

The Deck

  • 3x Broken Heart: 14 Damage, Punch, After the attack: HP ≤ Opp HP: +2 cards & Opp +1 card
  • 3x Peacock Waltz: 18 Damage, Punch, Before the attack: Only Punch: 3rd card +16 Hit
  • 2x Rompez Fleuret: 20 Damage, Punch, After the attack: Opp cards ≥ 3: Card +25 Hit
  • 2x Direct Persuasion: 22 Damage, Punch, After the attack: Cards ≤ Opp cards & Opp cards ≥ 3: +1 card
  • 3x Monte Carlo Snap: 16 Damage, Punch, After the attack: Block missed: Card discarded & +27 HP
  • 1x Slashing Vine: 14 Damage, Punch, Before the attack: Opp cards ≥ 3: Cards +8 Hit
  • 1x Elysee Le Bras Allonge: 20 Damage, Punch, After the attack: Strike: Both -5 cards & Both +4 cards
  • Power Card: Lili - I: 175 HP First turn: Both +3 Card
I like the SR Power card more but the 175 HP Power card sends the opponent's cards instantly to 3 where this deck is strongest. Also, it's cheaper =]. If you cannot afford the SR Card, feel free to opt for a 3rd Direct Persuasion. Alternatively, 1x Broken Heart and 1x Monte Carlo Snap can be substituted for Allonger Le Bras (40 Damage, Punch, After the attack: Opp cards = 0: Opp +1 card) for a more aggressive play style.

Strategy

This deck is very versatile. It can generate cards extremely fast whether focusing or blocking. Broken Heart and Direct Persuasion provide safe ways to obtain cards while blocking (Broken Heart will not proc if your HP is greater than the opponents but if it is, then you can afford taking risks by focusing). The idea is to allow the opponent to have 3 cards in-order to trigger the effects of Rompez Fleuret, and Slashing Vine. When the effects of these cards are active, your strike
will be very powerful. Peacock Waltz's ability should always be active and provides a very strong buff that cannot be blocked without the assistance of a parry card. Don't be afraid to use Monte Carlo Snap to strike, many players assume that Lili players will use Monte Carlo Snap as a source of healing but remember that over healing will stop the effects of Broken Heart which is key to pushing an smart opponent's cards past 2. I would love to make a flowchart for this, except that I think it would be a lot more complicated than previous ones. All I can say is, know when to play aggressively and when to play defensively. Although this statement may seem very simple, many players cannot differentiate when those times are, I will try to make a post regarding that in the near future.

Very important: don't fire off Elysee Le Bras Allonge as soon as you get it. This card can be used to get more damage, or heal up using Monte Carlo Snaps. Consider playing focus or even block, I am sure the opponent will either play Block or Strike anyway.

Conclusion

I am not a Lili player and I don't intend to ever play Lili however, I do think this type of deck is very strong and not many decks can keep up with it in terms of Healing and Damage. With the change in the 5 card discard rule and HP per turn card nerfs, this deck only becomes stronger. I am thinking of subbing in a 2x Heliotrope (20 Damage, Punch, After the attack: Block won: 3rd card +30 Hit) but am not sure where to put it. With Heliotrope a general strategy can be seen, lower the enemy's HP to 90~100, focus to 5 cards (hopefully your HP is lower than theirs) allow them to build 3 cards OR win a block (the only way to avoid having 3+ cards is to strike) and strike for the rest of their HP.

Small changes can be made here and there depending on the players you fight (I don't think 1100 players think so deeply about not triggering certain card effects) but the general idea of the deck is the same, 3rd card buff punching deck.

Please leave comments, suggestions or anything. I would love to hear the opinion of Lili players.

Thursday, June 13, 2013

Lili Deck - 01

Edit: Due to the drastic changes in Lili's Piercing Thorn card, and the addition of Rafflesia, I have edited the build of the deck hoping to salvage what is left of a Parry Deck for Lili.

This post is regarding a common Lili deck that I see quite often. I find it extremely difficult to overcome without a bit of luck. I will also post a flow chart to aid in the strategy of this deck. This deck is not the "be all and end all" Lili decks, it is just a deck. Without further adieu, here is the deck!

Lili
Parry Queen Lili

The Deck

  • 3x Direct Persuasion: 22 Damage, Punch, After the attack: Cards ≤ Opp cards & Opp cards ≥ 3: +1 card
  • 2x Matterhorn Ascension: 20 Damage, Kick, After the attack: This card appears & Opp cards ≥ 2: +25 HP
  • 1x Rafflesia: 12 Damage, Punch, Before the attack: Opp cards ≥ 3: +1 Parry
  • 2x Alstroemeria: 14 Damage, Kick, After the attack: Dual Block & Opp cards ≥ 2: Opp -1 card
  • 2x Freesia Thrust: 20 Damage, Kick, Before the attack: Opp Strike & Opp cards ≥ 3: +1 Kick Parry
  • 2x Autumn Wind: 15 Damage, Kick, After the attack: Opp Focus: Both +1 card
  • 2x Monte Carlo Snap: 16 Damage, Punch, After the attack: Block missed: Card discarded & + 35 HP
  • Power Card: 130 HP, Every turn: Opp -1 card max
Pick 1 of the following
  • 1x Monte Carlo Snap: 16 Damage, Punch, After the attack: Block missed: Card discarded & + 35 HP
  • 1x Elysee Le Bras Allonge: 20 Damage, Punch, After the attack: Strike: Both -5 cards & Both +4 cards

Strategy

Here is the flow chart I have created for this deck. Obviously it won't beat everyone but it is a general guide to playing with this deck. As you can see it is quite defensive and patient. You may not like the play-style so feel free to not go along with the flow chart.

Conclusion

I have never tried this deck before, but I can tell you fighting against is very tough. If you were wondering how to counter this deck (and maybe all Lili deck's that have a similarity to this one), Consider striking with 1-2 cards when the Lili doesn't have any means to gain a card the next turn for blocking (Sunset Sunrise).

Feel free to comment, ask any questions, subscribe, or "like" the post =].

Friday, May 31, 2013

Characters

If you haven't created a character yet then this information might be useful to you. As of the time of writing, the most successful characters in the "world wide championship" are Paul and Panda. I don't believe there is a weakest character or at least there shouldn't be (if there is one, it's definitely Yoshimitsu). According to the Twitter and Facebook page, each character is designed to be strong against some and weak against others. As of right now, Paul and Pandas are dominating the scene, with Nina and Lili not too far behind. Last week it was Xiaoyu and Nina. Next week it could be anyone, even maybe Heihachi.


Each character has a different play style and strengths and weaknesses. After I completed an "A" Yoshimitsu deck, I regretted it because I wanted to play as Kazuya. I will probably stick with Yoshimitsu till I have 3 of every card and all the SR cards, including the power card.



Kazuya is kind of an average fighter at first, but when his HP is low, his card effects tend to overwhelm the opposition.



Paul's cards have extremely high damage, but usually have negative effects as a tradeoff.



Law is a rather well rounded character with mid to high base damage and cards that negate the opponents card effects.



Yoshimitsu's cards are average base damage and the card abilities are quite weird. He has a very large assortment of tricks but the thing unique to him is the power to conceal his cards (not that useful at all) which is currently 'not working and will be improved/fixed'.


Xiaoyu draws cards fast. Her cards are usually 10 damage with the exception of a few. She is one of the few characters that will probably play strike more than focus.


Nina is a rather well rounded character as well. I believe she specializes in healing. Like Xiaoyu, she also has many ways of drawing cards without actually focusing.


Lili has many abilities, the ones I notice the most are her parries. I also see a lot of ways for her to draw cards without having to play focus, sometimes this involves the opponent drawing a card as well. She also have mid to high base damage on many of her Punch cards.


Panda hits as hard as Paul. She doesn't have much heal or any reliable heals but her SR card has the highest starting health and many of her cards come with protection to make up for the lack of healing.

How I picked my character was Law because I wanted to see him do a somersault in the animation (this never occurs by the way). After a couple games I got the feel of what the game was like (I only had bronze cards) and I began to explore the buttons on the user interface. It led me to logging out and because there is no option to create a password at start, I abandoned that account and made a Kazuya deck. I mustered enough credits to buy an ultra pack, opened it and got a golden Yoshimitsu power card. So I sold all my cards and started a Yoshimitsu deck.