items to use
xanaks set (atk spd shoulder)
a high leveled legacy set (tend to have good atk spd)
bamboo bracelet (mov+jump)
lapore meta (atk spd)
*55, 60 legacy acc set (set effect has all spd)
teranite wep (spd proc buff)
wind inhaler (atk spd)
spd title(preferably wind knight title...for those who are moneyless)
pvp avas (cst speed/cst speed/atk speed/atk speed/superarmor/evasion/hp max or phys def/mov speed/phys def)
some good tonfa (the true pvp wep)
as ur money allows
crucial skills
-superarmor =max
-muscle shift =max
-crushing fist
-lightning dance
-suplex
-bone crusher =max
-crouch =max=1
-tornado kick
-neck snap
-muse's uppercut =max
-quick rebound(obviously) =max=1
-backstep(obviously) =max=1
-indomitable spirit =max
-all cancels...and i mean all
skills to neglect
-power fist
optional skills
-leap
-fatal aim
-doppleganger
-seismic punch
-suplex thunder
notes
strikers dont have any aoe's or ranged attacks at all
none that u can use to be of any use, nways
so u have to stick close and bash them to death on the spot
so it is crucial that u make ur combos last long and beautiful
and that means, u have to use a low lvl'd wep, for ur combo to last long
especially for aerial combos
the problem is how to approach
superarmor is useful
but no idiot would stay in his place when ur charging with superarmor on
he would either grab u, or run away
unless he screws up, ur superarmor time will end without any attacks in
ill explain later when to use superarmor
to approach, i suggest mountain pusher+crushing fist, or seismic punch
all these skills move a fair distance
mountain pusher has superarmor
and crushing fist and seismic punch have y axis control, meaning u can control up or down
that makes it convenient to approach from the y axis with those moves
the shockwave from seismic punch is a bit wide too
while u can get closer with mountain without worry of interruption
another way is tornado kick
but this skill doesnt exactly come in handy unless u got it maxed for more spins
but nways, tornado should be used to approach from the air
jump, then use tornado to ur opponent's direction
then when u think ur near, press jump to halt the tornado kick
and connect with air walk
this should give the opponent a fair bit of hit stun, and will land u right near the dude
just be careful for high-hit-recovery chars
and careful for grapplers wutsoever
ur last option is to...play TAG
yes, just chase him around
no sane char will stand against a charging striker
if he does stand still, use mountain pusher after matching x axis
if he doesnt, keep chasing him until u got close enuf to hit him with a crushing or mountain
now for superarmor
many ppl use superarmor and charge
this, while not a bad idea, can just waste ur precious buff
it is pointless to have superarmor when its mainly tag playing time
it is much better to use it when u confirm that ur opponent is using a stationary skill (namely wild shot, isd, etc)
and charge in there
of course, if ur opponent doesnt have such a move, then u might as well use it and charge
but i recommend using it when ur rising is ready
the muscle shift-rising-oneinch-lightning dance is the most primary combo in the striker arsenal
but the opening rising fist is too vulnerable, so superarmor is needed to prevent interruption
superarmor, while useful, isnt as utilizable as one might think
still, it is imperative that u max it for maximum time
it is also important that u choose the right combo starters
some moves are single use
while others can be connected
launch moves like muse and seismic are such
and crushing fist and tornado are also helpful
while moves like mountain just push the opponent down, making a combo hard
crushing fist is especially a good combo starter, since it has high hit stun
a move that will play an important factor
is tornado kick
this move has many utilties
it moves a fair distance and is direction-controlable
this makes tornado kick a useful approach move
while also serving as an escape move
it also has a 360% attack direction, which is helpful
and it is a good combo starter, as u can halt it mid-spin with jump key
also, u can use it in mid-jump, providing u a relatively safe approach
but the delay after it ends is long
so u need to know when to halt it and when not to
that alone can be the decisive factor of hit or miss
normally it is used to connect with air walk, which then leads to another combo thanks to air walk's high hit stun
use tornado kick well, and u will win
combos
muscle shift->rising->oneinch->lightning
muse->dash->dash->muse->dash->dash->muse->...
seismic->suplex->lowkick->bone
crushing->muse->xx->tornado->suplex->lowkick->bone
tornado->air walk->xxx->any combo
crushing->muse->xx->hammerkick->mountain->seismic->bone
(crushing)->muse->air walk->lowkick->hammerkick->seismic->bone
crushing->xxx->bone->tiger chain->xxx->tornado->air walk->crushing->xxx->...
feel free to tell ur own combos
DNF build
http://promenade.omgforum.net/fighter-f8/my-own-pvp-build-t395.htm