11 months
ago -
NARAKA: BLADEPOINT
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6s | good morning good evening and good |
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7s | afternoon rocket BL Point players my |
9s | name is sario casting not this time but |
13s | looking more into scene about what you |
15s | can understand more about the new |
17s | character dropping into the battlefield |
19s | called sh wayi so starting off into sh |
22s | wayi she will be the first character to |
24s | introduce only two variations of skills |
27s | as well as ultimates for her abilities |
29s | we'll start with the skill variation one |
31s | Shield bash a combo breaker ability |
34s | knocking enemies Airborne across both |
36s | ground and while in aerial form this |
39s | ability can be used while under attack |
41s | so keep in caution about utilizing it |
43s | into a fight and disrupting enemies from |
46s | being able to initiate a way of setting |
48s | you up for an infinite or to harm you to |
51s | be at a loow of Health where they can |
52s | take advantage of your positioning for |
54s | her skill variation to it will be called |
56s | Shield bash Rush where sh dashes forward |
58s | for 3 seconds when she reaches the end |
60s | of her charge or if she hits an enemy |
62s | she can unleash a combo attack a |
64s | successful combo increases the skill's |
65s | cool down with 8 seconds increase this |
68s | skill can be canceled out with a Crouch |
71s | jump or a shift Dodge in order to |
74s | minimize the cooldown duration for the |
76s | ability so with it being gold Focus you |
79s | can utilize it to use it as an escape |
81s | tactic away from a fight whether if you |
83s | are trying to disengage or to have an |
85s | opportunity of resetting Shield bash |
88s | Rush does also have a potential for |
89s | being a combo starter considering you |
91s | have a gold Focus initial hit you can |
94s | get an uppercut into a blue Focus |
95s | considerably doing amount of damage that |
97s | could give you to upperhand in the fight |
99s | for a quick easy access neutral attack |
102s | in an |
105s | opponent's for shy way her first |
108s | ultimate variation is called justiciars |
110s | guard justiciar guard has a base kit of |
112s | falling with the black tortoise block a |
115s | significant force that amounts no damage |
117s | to be taken from the enemy from the |
119s | point of activation |
120s | of its black tortoise guard which then |
123s | is a protective stance granting ultimate |
125s | focus and when attacked negates the |
127s | damage and refreshes duration upon |
129s | taking multiple hits while the guard is |
131s | active or while shol interrupts this |
133s | effect with the Dodge if shol activates |
135s | her ultimate button again she will |
137s | activate lock down Counterattack a |
139s | technique that's able to grab multiple |
141s | opponents in one fill swoop with the |
143s | cost of it only being considered for one |
145s | black tortoise guard |
148s | activation however it does cause a heavy |
151s | Interruption onto Transformers that are |
153s | in mid animation such as fer Shan's |
155s | Canon mode Wayan's skills overall and |
159s | San high in the vad |
161s | state Jud come so going over Jar's guard |
165s | here are some tips that will help you |
166s | utilize it in the fight considering that |
168s | you will have to anticipate your enemy's |
170s | Dodges delaying the throw will actually |
172s | Grant you an opportunity and catch your |
174s | opponent in the lock down Counterattack |
177s | this will ensure that way that you or |
178s | your teammates are able to continue a |
181s | pressure hold on the enemies as long as |
183s | they are pushing out the black por guard |
185s | and being able to lock down |
186s | Counterattack enemies in a line that are |
188s | straight can also be hit by a nearby |
191s | opposing opponents so take this in |
193s | consideration in a proximity of the |
195s | alert of the fight one combination that |
197s | goes well with it is Tessa but as well |
199s | as Justina going through on this end as |
201s | you can see Justina is going to have |
203s | ample opportunity of graning a freeze |
204s | for the opponents so long as the kill |
206s | confirmation is there so going over the |
208s | second variation for way jti's guard's |
211s | Pursuit is a tactical skill allowing for |
214s | you to teleport to enemies but also keep |
217s | them on the map for your viewing and |
219s | controlling where their position is this |
222s | is a way for you to engage upon targets |
224s | and pushing them out of their comfort |
225s | zone by also being able to have a view |
228s | of them within 50 m after set 50 m or 15 |
231s | seconds duration of the mark nothing |
233s | will be set up against them unless you |
235s | tap your ultimate button again to |
237s | activate the flash this is going to be a |
239s | great way for you to be able to |
240s | reinitiate to fights but also to catch |
242s | guard opponents that are in a distance |
244s | closure moments such as if you are going |
246s | up against an hotti who is in flight for |
249s | Cy flash has the ability to create that |
251s | pressure against your enemies and |
253s | considering the fight is going to be a |
254s | Chase game it's going to be an absolute |
256s | Menace in the battlefield now for jer's |
259s | guard's Pursuit The Flash tactic can be |
261s | utilized in a combo such as with an |
263s | easily up accessible uppercut once you |
266s | have a neutral attack on them for Jar's |
269s | guards Pursuit flash step please make |
271s | sure you keep in mind that this ability |
273s | that it is a soft combo breaker keeping |
275s | you on your toes and pushing your enemy |
277s | back while giving you some time to |
279s | escape with its many capability |
281s | justiciar guards Pursuit has an |
283s | offensive and defensive measure so make |
285s | sure you use it wisely while confirming |
287s | kills or to give yourself some spage in |
289s | terms of repositioning into a fight by |
291s | resetting or reinitiating some counters |
294s | to her though are important to note |
296s | considering that skills that have |
298s | controlling ultimates are into the line |
300s | of fire she can get punished very easily |
303s | such as if she were to go up against a |
304s | Viper with moonbit control and moonbit |
306s | control silence allowing for her to get |
308s | stunned and no longer activating the |
310s | block as her stun state procures it |
314s | duration following the suit of the |
316s | controlling ultimates Tessa's enchant |
318s | can allow for shol to get locked down by |
320s | no matter of the means until the enchant |
322s | health does get dissipated though with |
324s | enough HP lost ptis guard block can be |
327s | activated and with just's guards lock |
329s | down C attack she can use it to throw it |
331s | back at the opponents and giving her |
333s | enough time my thoughts on sh are this |
336s | was jar guard's pursued capabilities in |
338s | the solos gam play Jar's guards ultimate |
341s | with a lock down Counterattack is a |
342s | detrimental force in both the trios and |
344s | solos mindset considering that the |
346s | control that it comes with can allow for |
348s | targets to be locked into animation |
350s | three separate times I occasion of black |
352s | toris block and allowing for it to be |
354s | activated will be something to keep note |
356s | of considering that she only has three |
359s | available in her kit so you must use it |
361s | wisely or your opponent will force it |
363s | out in a |
364s | fight another thing that gives sh away a |
367s | weakness is that while her ultimate |
369s | hasn't proed Black toris Guard she can |
371s | be ranged across the field so make sure |
373s | to take advantage of using any range |
375s | weapons in Your Arsenal for the talent |
377s | GT boards I opted out for this solos |
379s | will have only two set up for skill cool |
381s | down allowing for 6% while 20% grapple |
384s | distance will be utilized on the bottom |
385s | of the tree this allows for Chase |
387s | potential to be more opportunistic |
389s | especially considering that when you put |
391s | the pressure on enemies you will have |
392s | the advantage if you are going to be |
393s | using J guards Pursuits now in |
396s | understanding how you can utilize this |
398s | in Duos I opted out for a build to have |
400s | more of a hybrid sense and allowing for |
402s | you to have just enough Dodges to have |
403s | three roles but also to build out rage |
405s | in fights that can concisely go for a |
407s | long time and giving you enough time to |
409s | build it back up for trios I change up a |
412s | little bit of the glyphs to allow for |
414s | some shop discount to give the rift |
416s | dealer discount some advantages in team |
418s | play whether it's going to be in aortal |
419s | war to allow for the economy in the game |
421s | Flow sense to be better suited for the |
423s | team while also concisely keeping the |
425s | Trio's rage build on the left side of |
428s | the board to Grant you a little bit more |
430s | chances of building that into the fights |
432s | to come that being said X way will be a |
435s | menace and providing an asset for the |
438s | team for the control that she does |
440s | involve in the placing out I will see |
443s | you guys on the battlefield and with |
444s | that my name being saario I'm signing |
446s | off here to see you guys boundless and |
449s | unchanged |
451s | right |