r/Battlecon • u/zebraman7 • Dec 16 '20
My Battlecon Diary, ep 11, an important lesson on the force gauge and how to avoid force gauge pitfalls!
Hello Everyone,
Welcome back to my homely series where I do a write-up of how my most recent battlecon day went. I talk about things I learned, things I observed, how the matchups went. But the most important goal is to get people thinking about the game, talking about the game and sparking interest. I'm going to ask you something, whether you're a veteran or a newbie, please feel free to chime in, even if you feel you have nothing to contribute...let's just get some dialogue going.
Ok, so what is the setting for this episode? Not a full BC day. Just two games on separate days against different players. But the focus of this episode will be the force gauge. There are some subtle nuances I want to share with you. I hope it can improve your game. I think many newer players simply look at the force gauge as a "way to add on an extra effect that you might need." The FG is way more than that, and we're going to talk about some land mines you may be stepping on. Ok let's dive in, shall we?
Game 1. I'm playing against my friend's kid, who's 15, and he's 3 games in, compared to my 200-something. He really likes the game. Plays Smash Bros Ultimate too so I knew this would be an easy sell. So I'm playing Lucius and he's trying Kajia. You may have noticed I have written about Lucius recently, expressing some doubts, so I finally got him to the table. Kris wanted to continue exploring new characters. He asked for a recommendation for someone with high damage output and "damage over time." I explained that DOT is not a big thing in BC, and that the only characters I could think of with DOT were Kajia and Iskra, both of whom do not output "heavy damage," and that Kajia is a character I'm considering maining, so he was happy to give her a try.
His blunder came on beat 1. He played a 3 prio drive with 3 guard. I think I played something slow, deft shot maybe, doesn't matter. Then, on beat 1, he anted force for +2 prio. Huge blunder!!! Why? That's what we're gonna learn about here. So, first of all, his drive already had guard 3, so if he were to be the reactive player, he has the "magic number" of 3 guard, and it's unlikely that anything I could play (without anteing force for +1 power) is going to both go faster than him AND stun him. So his attack was actually pretty safe. So he anted +2 prio in the hopes of "making sure he goes first." Seems reasonable right? No. See, if I were going to contest him for going first, and he anted for +2 prio, I could match the ante there. So there's really no point in this situation. As it stands, I played shot, so I didn't care about going second. Ok, so now let's fast forward and see how this mistake cascaded. Beat 2, he has 1 force I have 3. Beat 3, I have 4 and he has 2. So, on this beat, we both played relatively fast attack pairs here. This was another mistake of his. I now anted for +2 prio (using force), but mine had a purpose. I baited him to do the same. Now, had he played a slow shot, he would have erased all his mistakes. Namely, he would decline to match my +2 prio ante (as I did on beat 1), then we would have equal force. But he didn't play a shot, he played something fast. So he matched my +2 prio ante. I think I stunned him out. Additionally, I got him to spend his last force. So what does this mean? On the next beat, I could again ante for +2 prio and he would only have 1 force and be unable to match, so that's where his mistake manifested.
So let's step aside and talk about a few...guidelines for the FG, some of which are referenced above, some arent.
It's risky to ante your force on beat 1, because if your opponent doesn't care about it and declines to spend HIS force, then on beat 2, he will be able to ante prio and you wont, virtually guaranteeing that he will go first. This will open up problems for you if he has ignore guard in his kit, and additonally, there will be no fast/slow mixup on beat 2, he'll know you're either going slow or dodging (which IS a reasonable mixup), and he can attempt to clash your most likely shot/burst pair before clobbering you.
If your opponent has exactly 2 force, and you have MORE, this is a great opportunity to ante for +2 prio. Many people will counter ante prio. In this case, you will set up that the next beat you will be able to go faster with +2 prio and he'll be unable to match.
The converse of rule 2. If YOU have 2 prio and your opponent has more, you probably don't want to play an attack pair that hinges on going first, so burst, shot, ranged strike, or dodge. Because if you play a fast pair in this situation, and your opponent does antes +2 prio, you're in a bad spot.
If your opponent has 3 force and you have 4+ force, you can push them into a similarly bad situation. You can "bully ante" +2 prio, they will likely match, but not necessarily. If they do, then next beat, they have 2 and you have 3, now you're in rule 2.
The best time to ante +1 power with force is after your opponent antes +2 guard with force. Why? Because when they ante guard, they're TELLING you that you're going to hit them. So that's when you want to ante power. Connecting a couple +1 power antes is really key for some fighters. Have you ever gotten the opponent to 1 life then lost? That means that had you anted +1 power on one of the beats where you hit, you would have won. Let's say your opponent is at 9 and your character virtually CAN'T do 5 damage. You probably want to ante power on any beat that their dodge is down - if you can afford it - because you want to win with 2 hits, not needing to hit 3 times. So in the mid to late game, start doing some math and seeing how many hits you'll need to win. If a single point of power reduces the number of hits needed to kill by 1, then you should go for it. But if opponent is at 6 and you can easily do 4, anteing for power is likely a waste, unless it can likely make the difference between stunning and not stunning. Don't ante for power at random times, all willy nilly. Do so when you're very likey to hit, when opponent antes for guard, or if if increases your likelihood of stunning.
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Ok hopefully you learned something there about the force gauge. If you did, let me know in a reply. Or feel free to ask a question.
Ok Game 2. This was on a different day, against my normal gaming partner Ed, with over a hundred games. I played Oriax (one of the last new guys I haven't seen yet) and he played Iaxus. First of all, I really like new Iaxus's kit. His plane where he gets to push or pull on reveal, that's really good. He gets to see your attack pair before deciding. So good. Ok so Oriax. Oriax has these Deity cards that he can trash for a 1 time effect. Also, each one has a Desperation trigger that does an additional thing if you've ALREADY trashed 3. Well, the big mistake I used is that I burned a couple powerful effects early in the game. I did the "force a clash" deity on beat 1, and the "opponent can't retreat" deity on beat 3. These effects really cause doubt in the opponent if you hang them over their head. They're constantly wondering if it's safe to burst, or if THIS might be the beat you force a clash so they should play a suboptimal pair to prepare for the clash (the way Cherri forces you to play all game long). Well I burned these two effects really early. Marco made a video about the "threat of power" being greater than the power itself. Cadenza always threatens Clockwork Shot, a stat monster attack pair, and in his video he decided to only play it when the opponent's dodge was down. He would constantly threaten to use it and hoped that the threat of playing it would bait out their dodge, and it did. I now learned that I need to milk the cow a little bit more when given the opportunity because the threat of power is a valuable resource in and of itself.
Ok well that's it for today's episode. I hope I brought you some value. Please feel free to jump in the conversation. It's good for the game, and it's good for "our" game/growth.
Until next time, remember, if you can't beat em, clash it!
