Trying to prove everyone wrong....well alomst everyone

By Da_ghetto_gamer, in UFS General Discussion

So despite all the speculation about aggro being dead i wanted 2 build a consistent turn 2 or 3 kill deck.......my first instinct for characters was fei long, hanzo, adon, alex, chun li, and a few other.

Well i need 2 know a few things first though i wanted 2 go with a wind hanzo deck because at the moment wind is my favorite symbol.

I wanted 2 ask a few questions first before i started

On average how many attack can someone block turn 2? either 3 or 4 speed attacks

besides forethough and anti k what should i be on the lookout for in the way of turn ending cchax?

Is there a way to efficiently ready your character in wind, or maybe mountain or evil?

The attack side on Clean Freak can ready your character, or anything else for that matter.

I would say that sophita's CChax could also be mean early on for you...

Fei Long seems to be a good choice to me.

Ok, so turn 2 I would say that your average control deck has about 2-4 cards in hand, most of which have blocks. What I have found, as I am trying to create an aggro deck as well right now, is that discard or cards that force your attacks to deal damage are the best method of turn 2ing. Also, if all your attacks share the same zone, it makes it more likely that they will deal damage because then when your opponent runs out of blocks of that zone, they will be practically forced to take partial damage. Also, aggro decks tend to have a finisher, that is, and attack that will deal 10+damage that the opponent cant block cause he/she has already used up all their blocks. Other than the hax you've mentioned, there is really no other highly used threat to you for turn ending CCHAX.

Of course, if you want to you can always run with evil foundations and wind attacks. This gives you access to bitter rivals, which is aggro's best chance of getting those attacks to hit turn 2. It drops the necessity to run same zone attacks and allows you to just search for winds best attacks. It also hands you the Ways of punishment, which everyone loves for discard.

So wind. Assuming you don't want to run one of those "Hanzo loop" decks, Wind has a fairly good finisher in Melancolic Mercurius. Basically its just a solid 4dmg multiple 2, low. So if you want to run your deck with wind foundations and attacks, you will probably need some more lows in there to make sure your opponent isn't going to be able to block everything. Unfortunatly, wind doesn't have the greatest low difficulty, low attacks. You do get mountain sweep and double gale fist. Mountain sweep just has good stats, and double gale fist has a good effect. and of course, Double Mittwoch if you want to reach for the 8 difficulty.

If you have Feline Spike, then you are pretty much golden in the finisher department though. Of course, then you have to actually HAVE it, which many don't. But this would allow you to run high attacks instead, giving you Rising raging flash and Charlie's fierce punch, which are far superior to the low zones IMO.

Honestly, the most effective way this deck would probably work is with running the foundations off evil and attacks off wind, because then you have more of a chance of your attacks hitting. Of course this sacrifices your foundation based momentum gain, but makes sure practically all attacks would hit.

This lets you switch up your attacks to run the really solid wind attacks such as Charlie's fierce punch, Omnidirectional cluster bomb (Momentum gen), and Rising Rage Flash, which is one of the most solid attacks in the game right now. And Clean freak for that readying ability.

Of course you could just run that kind of attack base with wind foundation base, but your opponent tends to have several different zones of block in their hand. IDK, its an interesting prospect, and I really hope something I said helps

As different zoned blocks have become more prevalent, one can no longer assume that an "off-zone" is more likely to deal damage than a mid attack so by taking this into consideration you may get a bit more mileage out of your finishers.

and since you're Hanzo and your attacks are off wind, you might as well have Fei Long's Forward Kick in there because quite frankly, you can.

BUT, since you're trying to prove a point... the above post pretty much states it all. If you use an evil foundation base run Omnidirectional Cluster Bomb for momentum gen, and if not, well, you have LotM + Natural Leader.

yeah im pretty much set on running wind attack base but what i want 2 work in is ancient battle ground

It lets me draw into more cards and more attacks with hanzo if i can just get past the first one or two attacks not dealing damage then i can draw 2 cards for every 4 damage attack that lands.

Which leads me toward just running an all air deck. i really want 2 run the evil foundation base with bitter rivals and such but i cant do that and run ABG as well.

ive also realized that shooting cap +british subject = amazing....yeah it loses me life but it essentially gives me 2 build turns instead of just one and allows me 2 continue 2 attack turn 2 plus i can drop my "counter-control" pieces that way that are 3 or 4 difficulty without having 2 worry about failing on the first turn.

But on the subject of Melancholic mecurius are there any 3cc multiple attacks that hanzo can run?

Da_ghetto_gamer said:

ive also realized that shooting cap +british subject = amazing....yeah it loses me life but it essentially gives me 2 build turns instead of just one and allows me 2 continue 2 attack turn 2 plus i can drop my "counter-control" pieces that way that are 3 or 4 difficulty without having 2 worry about failing on the first turn.

hey, at the end of the match, their vitality is 0 and yours isn't, it's all good.

well, one suggestion to help you kill people that I always think is overlooked is Through the Defenses. Yeah, it's an UR. Yeah, it stays in the card pool. and yes, it negates their block that will help you kill them. Air has a billion ways to discard cards from the card pool and getting 2 momentum is a piece of cake. And it's a possible extra little damage boost that you might need.

quarzark said:

Da_ghetto_gamer said:

ive also realized that shooting cap +british subject = amazing....yeah it loses me life but it essentially gives me 2 build turns instead of just one and allows me 2 continue 2 attack turn 2 plus i can drop my "counter-control" pieces that way that are 3 or 4 difficulty without having 2 worry about failing on the first turn.

hey, at the end of the match, their vitality is 0 and yours isn't, it's all good.

Exactly my point

Vulcan punch or shadow strike are your best bets for multiples with 3 checks. Which is sad because neither are that great...

Yeah its true there not i might have 2 break down and just run MM anyways even if it is a 2CC but i think it will hurt the deck check wise...idk if its such a good idea well see...

By the way i finished the deck list im going 2 go post it now go check it out and give suggestions thx

So I guess my question to this thread is what is your deck going to do about turn ending cc hax? You cant ignore it obvioustly so how to you punch through? What do you do about tag along shutting your kill turn down cold?

Also as far as finishers, Fei longs kick is better in hanzo than spike is by far. One of my new favorite things to do in Hanzo is run the box topper from flames of fame. You can throw a vulcun punch, even if it gets blocked you can clear it for 3, hope the next attack goes though and clears itself, and then kick loop away. It's also just a solid utility card. Throw in shadow acrobatics and rolling buckler and you can really clear the CP rather well and get around prog difficutly. Rolling buckler is especally great for hanzo cause its damned if you do damned if you dont, just make sure you have ways to make mometnum work for you like homerun.

As for discard on air the only card that comes to mind is rising rage flash and that really isnt the way to go. Your better off throwing more attacks than discard more often than not on air.

Protoaddict said:

So I guess my question to this thread is what is your deck going to do about turn ending cc hax? You cant ignore it obvioustly so how to you punch through? What do you do about tag along shutting your kill turn down cold?

Also as far as finishers, Fei longs kick is better in hanzo than spike is by far. One of my new favorite things to do in Hanzo is run the box topper from flames of fame. You can throw a vulcun punch, even if it gets blocked you can clear it for 3, hope the next attack goes though and clears itself, and then kick loop away. It's also just a solid utility card. Throw in shadow acrobatics and rolling buckler and you can really clear the CP rather well and get around prog difficutly. Rolling buckler is especally great for hanzo cause its damned if you do damned if you dont, just make sure you have ways to make mometnum work for you like homerun.

As for discard on air the only card that comes to mind is rising rage flash and that really isnt the way to go. Your better off throwing more attacks than discard more often than not on air.

Thats what im afraid of most....staring down a forethought or getting hit by an anti k' first turn...im guessing ill just have 2 play cheap and hope that i can pass though into turn 2 once i hit turn 2 ill have somekind of answer in play like maybe an inhuman or a chesters but if i get hit with an anti k then im pretty much screwed id say........there has to be a way around it first turn though....hmmmm ill have to think on that one

Before wondering what i could do against CC hax, i'd ask myself what i can do against starter Sakura .. gain back 2, gain back 2, gain back 2, you finished yet?

Also a good aggro Air character is drag queen Felicia4 ... play 3 foundation, form to momentum, play 3 attacks, form to momentum, rinse repeat... I,ve seen Target X do foundation, foundation, form to momentum, hard check spike, mult 2 : 24 dmg 2nd turn.

Cass said:

Before wondering what i could do against CC hax, i'd ask myself what i can do against starter Sakura .. gain back 2, gain back 2, gain back 2, you finished yet?

Also a good aggro Air character is drag queen Felicia4 ... play 3 foundation, form to momentum, play 3 attacks, form to momentum, rinse repeat... I,ve seen Target X do foundation, foundation, form to momentum, hard check spike, mult 2 : 24 dmg 2nd turn.

ive never seen a starter sakura deck so its not that big a deal 2 me......besides if you look at the deck that ive posted i dont think itll matter i can play anywhere from 10-15 attacks if i get a good hand and ill mulligan aggressively if i have to just to get that good hand

Cass said:

Also a good aggro Air character is drag queen Felicia4 ... play 3 foundation, form to momentum, play 3 attacks, form to momentum, rinse repeat... I,ve seen Target X do foundation, foundation, form to momentum, hard check spike, mult 2 : 24 dmg 2nd turn.

One turn too many dude.

Cass said:

Before wondering what i could do against CC hax, i'd ask myself what i can do against starter Sakura .. gain back 2, gain back 2, gain back 2, you finished yet?

Also a good aggro Air character is drag queen Felicia4 ... play 3 foundation, form to momentum, play 3 attacks, form to momentum, rinse repeat... I,ve seen Target X do foundation, foundation, form to momentum, hard check spike, mult 2 : 24 dmg 2nd turn.

Um, hanzo + feilong unfailable loop kills sakura i think 100% of the time. You take 2 and gain 3 infinitley. You will eventually be dead.

Protoaddict said:

Cass said:

Before wondering what i could do against CC hax, i'd ask myself what i can do against starter Sakura .. gain back 2, gain back 2, gain back 2, you finished yet?

Also a good aggro Air character is drag queen Felicia4 ... play 3 foundation, form to momentum, play 3 attacks, form to momentum, rinse repeat... I,ve seen Target X do foundation, foundation, form to momentum, hard check spike, mult 2 : 24 dmg 2nd turn.

Um, hanzo + feilong unfailable loop kills sakura i think 100% of the time. You take 2 and gain 3 infinitley. You will eventually be dead.

I know its late but i think you meant you take 3 and gain 2.....otherwise i dont think it works that way

Da_ghetto_gamer said:

Protoaddict said:

Cass said:

Before wondering what i could do against CC hax, i'd ask myself what i can do against starter Sakura .. gain back 2, gain back 2, gain back 2, you finished yet?

Also a good aggro Air character is drag queen Felicia4 ... play 3 foundation, form to momentum, play 3 attacks, form to momentum, rinse repeat... I,ve seen Target X do foundation, foundation, form to momentum, hard check spike, mult 2 : 24 dmg 2nd turn.

Um, hanzo + feilong unfailable loop kills sakura i think 100% of the time. You take 2 and gain 3 infinitley. You will eventually be dead.

I know its late but i think you meant you take 3 and gain 2.....otherwise i dont think it works that way

For all those at home.

Kick 1: Sakura at 24

Kick 2: Sakura Gain: 26: Sakura take 3 at 23

Kick 3: Sakura Gain: 25, Sakura take 3 at 22

Every single kick will reduce Sakura by one damage.

___________________________________

PS: The best turn 2 kill deck in the meta is either Fire Starter Akuma for characters within 20 vitality range (Spam the opening hand, Gravity Storm turn 2, Fight or Flight, hack block check with Akuma for 20) or Fire/Earth Leona with Genocide.

was the talking about "how to make an infinite loop deck" or plain simply about an aggro deck???

i hate it when peoples reply with " yeah but an infinite loop of this kills you "

OF COURSE! An infinite loop kill everyone, that's why it is infinite AND should not exist in ths game. What is Hata waiting to ban defender and errata Hanzo... i don't get it...

There's a sakura deck in my meta, and i know there will be one in every block 3 major tournament. Here she simply gains so much life that she simply wait for time and wins on vitality difference... if she cannot kill you easy. Your only chance is to kill her in the 2-3 first turn, or one shot kill her, but now that she has fight or flight for damage reduction, bitter rivals to adjust her block and americn made to stop speed pump, she's one hell harder to kill.

There's no Sakura in your meta? well, there will be in major tournament, get prepared and thank me i warned ya... cause in good hands, she eat aggro for breakfast.

Theres plenty of sakura's floating around, but no one has yet to make her really devistate In my eyes.

And the trick to hanzo isnt to win with an infinte loop, but to put the fear of one into your opponent. If your opponent thinks he needs to hold a mid block in his hand maybe he wont be blocking thoes mid powrful for 10 attacks coming his way til its too late.

and she recurs Make A Difference...

(yeah, she's good)

She also recurs Feline Spike

or Seals.

I just wanna say Temujin is an great prospect for bringing aggro back as well as the new Blanka.

if only new blanka had good/water/air.

nefarious deeds readies your character. this card is super nasty.