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トリプル アタック

【グラブル】確定DA/確定TAキャラ一覧|確定連撃【グランブルーファンタジー】 ゲームウィズ

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Diddy Kong once again retains his realistic chimpanzee screeches that were used in both Super Smash Bros.Brawl and Super Smash Bros.Diddy Kong is currently ranked 12th out of 82 characters on the current Ultimate tier list, ranking him in S- tier.With the exception of the third method, Diddy Kong must then be defeated on Kongo Falls.Diddy Kong is a small middleweight with typical attributes for his weight class; he has very fast dash , run , and walk speeds, which allows him to move on the ground very well.In contrast, his air mobility is rather lacking, as his air speed and air acceleration are both below average.Overall, while Diddy outspeeds many characters on the ground, his air game is rather clunky due to his lackluster air attributes.Similar to other characters of his weight and size, Diddy Kong has very fast frame data, which allows him to throw out a flurry of moves at his opponent while still being able to chase them with his strong grounded mobility.In fact, nearly all of his moves, with the exception of his forward smash, down aerial, and special moves, come out before frame 10, with many of them also having low endlag.Thanks to these attributes, Diddy has a strong, flexible combo game, allowing him to use multiple different moves to string into each other and continually pressure his opponent even if they escape his combos, as he has multiple ways to keep them in a disadvantageous position.Another important aspect of Diddy's combo game is his excellent selection of combo starters, which lets him start combos reliably both in the air and on the ground and also lets him create mix-ups and play unpredictably.One of his main combo starters is from a grab, as both his down and up throws have low endlag and send at great angles for immediate follow-ups, as down throw can lead into a forward or back aerial and up throw can lead into any of his aerials except for down aerial.Up throw also has potential KO setups into up aerial, although these are inconsistent and unreliable.His dash attack has a long duration and extremely low endlag and sends the opponent upwards, which lets Diddy follow up with an up, back or forward aerial.His neutral aerial has a long lasting hitbox and can lead into another aerial from low to high percents, with the late hit being particularly useful at high percents due to its lower knockback.Diddy's up and down tilts are both excellent combo starters themselves, with the latter having the ability to KO confirm into an up-smash at high percents.Additionally, all of Diddy's aerials except for neutral and up aerial can lead into a grab when landed on grounded opponents thanks to their low knockback and landing lag.Diddy's special moveset also comes with several unique options.His neutral special, Peanut Popgun , is a small projectile with low range and knockback when uncharged.It is useful for pestering the opponent in the neutral game and can be charged, giving it extreme power when fully charged, although it has extremely high lag, doesn't shoot at a distance, and its charge cannot be saved like other chargeable projectiles such as Samus' Charge Shot.He can also cancel charging the move by shielding, dodging, or spotdodging.His side special, Monkey Flip , has Diddy leap forward and will act as a command grab when landed on the opponent or will be a fast kick if the player presses the attack button again during the duration of the move.Due to its fast speed and decent distance, low endlag, and ability to edge-cancel off platforms or the ledge of the stage, it can be used as both a movement option and a way to approach, as its speed can compensate for his poor air mobility.It can also be used for horizontal recovery.His up special, Rocketbarrel Boost , is Diddy's main vertical recovery option.Uncharged, the move has unremarkable distance, but when fully charged, it moves much faster and travels much further.However, this requires Diddy to stay in place while charging the move in the air, leaving him highly vulnerable to gimps or edgeguards.The move also has a unique property in that if the opponent hits Diddy while using the move, the barrels will fly off and will irregularly move around, with the player having a small amount of control over their trajectory before they lose control.This gives him a useful, although niche stage-controlling option and the barrels will deal high damage and knockback when landed on an opponent.Lastly, Diddy's down special, Banana Peel is his most useful special and one of his best moves.It has him pull out a Banana Peel over himself, which can be picked up and thrown by both Diddy and his opponent.If Diddy places it down before the opponent could grab it, then they will be tripped by it if they attempt to pick it up.This lets Diddy land almost any attack he wants on his opponent if he times it before the tripping animation is done and allows for a plethora of combo options and even KO confirms into his smash attacks.Thanks to its ease of use and low commitment due to him only having to throw it at the opponent for it to work, it is integral to his kit and lets him punish missed attacks, have a strong advantage in the neutral game, create extremely long combos, and take control of the stage.He can also use a held banana as an excellent out-of-shield option when thrown.The only true downside to his Banana Peel is that the opponent can also catch and throw it just like he can, which allows them to use it against Diddy and take away one of his most important tools.Additionally, only one Banana Peel can be used at a time and it disappears when hit by an opponent or thrown twice.Despite very strong strengths, Diddy isn't without his weaknesses.His two main flaws are a lackluster disadvantage state and predictable recovery.Monkey Flip, while fast, can be extremely predictable when used in a disadvantagous position, as it is Diddy's main way of getting out of juggle situations, due to his horrible air mobility.Diddy especially suffers when the opponent is able to consistently keep him in disadvantage state, not allowing banana to be pulled.This can snowball in some matchups, making it extremely hard to catch up to the opponent if diddy is not able to get his gameplan started.Diddy's other main weakness, his recovery, is arguably worse however.Monkey Flip has respectable distance and safety when the kick version is used, but has some endlag and also doesn't allow him to use Rocketbarrel Boost afterwards.Rocketbarrel Boost itself grants Diddy a relatively long ranged recovery option, the drawback being that it leaves Diddy wide open for attacks.If diddy is hit out of the Rocketbarrel Boost with a weak move he will become helpless and slowly fall to his death, making it easy to gimp him.Diddy Kong also suffers from a lack of range, though this is somewhat offset by his banana, which provides him with a fast and transcendent projectile.Diddy Kong falls into a quick, bait and punish heavy playstyle.He must control the neutral game with his banana and great ground moves, capitalising on his opponents' mistakes by repeatedly getting them offstage or juggling them to rack up damage.Diddy can use his fast and non-committal down tilt to set up for kills at high percent or use his banana to set up for a smash attack, ending the opponents' stock even earlier.However, players must be smart in how they use his Banana Peel, as the opponent could potentially hinder his options by taking it away from him and also exploiting his linear recovery.Overall, his strengths outweigh his weaknesses and is generally considered to be a solid high tier-, or even top tier character.Diddy has also seen great results and representation in competitive play, indicating that he is still a very viable character, although not to the same extent as in Smash 4.Likely due to his top tier status in Super Smash Bros.He would later receive significant buffs in various updates, but was still nerfed overall.His staple moves have all been worsened in various ways, hindering his once excellent neutral game; the most notable example is his Banana Peel , which cannot be grabbed as quickly due to him releasing it at a higher arc, and although it can now be thrown twice at opponents before disappearing, this also gives them more opportunities to use it against him.Some of his moves also have reduced range, most notably down tilt , up tilt , up aerial , forward aerial 's late hit, and down smash all of which were a staple part of Diddy's gameplay making it harder for him to take advantage of them.Additionally, Rocketbarrel Boost travels a drastically shorter distance when fully charged, and the charge time itself was reduced by a third worsening his already vulnerable recovery when hit very far offstage.Further exacerbating these nerfs, the universal changes hinder Diddy overall, as the reduced shieldstun for items and increased lag on grabs weaken his approach and defensive game with Banana Peel, while the faster knockback physics reduce his up throw 's combo potential, no longer having reliable combos or KO setups at high percents.He also suffers from the universal increase in jump speed, as he can no longer reliably hit small characters with his back aerial from a rising short hop.Lastly, Diddy's weight has been lowered, making him easier to KO.Diddy Kong did receive notable buffs, however.His neutral attack no longer has an infinite portion, which decreases its damage potential but allows it to connect much more reliably, improving its overall consistency and utility as a close range option.His special moveset has also been improved in a number of ways, namely Monkey Flip has reduced startup lag and much more range, which when coupled with the changes to jostle mechanics greatly improve its utility as an offensive tool, Peanut Popgun has less startup lag, deals more damage and charges significantly faster and Rocketbarrel Boost goes further when uncharged and makes Diddy Kong fall much slower during the charge period, slightly improving his recovery overall.Game updates have further enhanced various aspects of Diddy's moveset: his up smash , down smash, and up aerial have increased KO power, his neutral aerial previously his most situational aerial attack is considerably more useful due to auto-canceling much earlier and having increased range.Overall, Diddy Kong's nerfs outweigh his buffs, making him worse than his iteration in Smash 4.During Ultimate 's early metagame, his overall perception was negative, since notable Smash 4 Diddy Kong players such as MVD , Zinoto and Nietono dropped him in favor of other characters, and he suffered from minimal tournament representation at the time.However, game updates most notably patch 3.Other players such as Aaron , Rivers , Dakpo and Twinkle have also shown that Diddy still has potential to be a strong pick for tournaments.As a result, Diddy Kong is still considered a high or even top-tier character.Due to the engine changes and the direct nerfs to his most useful tools in the transition from Smash 4 to Ultimate , which overall significantly hindered his viability, Diddy Kong was buffed significantly via game updates.Update 2.Update 3.His dash attack is now faster overall with less startup on all of its hitboxes and the move ends slightly sooner.However, the first hitbox now lasts only one frame instead of two due to a frame speed multiplier being used without proper compensation.On the flipside, his forward tilt gained late hitboxes, overall increasing the move's hitbox duration.His down smash was made stronger, his neutral aerial now has bigger hitboxes and his up aerial deals more damage without fully compensated knockback, making the move much stronger.The second hit of his neutral attack now connects more reliably into the first hit.The final hit of up smash was made stronger and the move now connects much better overall.His up aerial was buffed once more with less startup and ending lag.His down aerial also received similar buffs, with less startup and a shorter overall duration.Peanut Popgun also was graced with considerable buffs, with every charge instead of the max level dealing more damage.The move also charges much faster overall.And finally, his once previously weak recovery, Rocketbarrel Boost, was given two buffs.Diddy Kong now falls slower while charging the move only applies to the first charge and the move now flies higher after charging.After a small buff intangibility buff in update 7.His forward tilt now launches opponents at a lower angle, the fist hitboxes were made bigger, and the late hitboxes added in update 3.The second hit of dash attack now links more reliably into the third hit, with the aforementioned hit now having larger hitboxes.Down smash now has two frames less startup on both hits and a shorter duration overall, making the move end sooner.And finally, the clean hit of his forward aerial has bigger hitboxes.While Diddy was mostly buffed, he has also received two notable nerfs to his Banana Peel, thanks to update 8.As a result, all of his infinite banana combos are obsolete, though this change is negligible to his gameplay outside of the infinite.Overall, Diddy Kong was one of the most buffed characters in Ultimate , going from a mid-tier to a high tier, debatably top tier character.While Diddy Kong is still weaker than his Brawl and Smash 4 incarnation, he is still a character that should not be underestimated and continues to receive good placements in tournaments.For a gallery of Diddy Kong's hitboxes, see here.Note: All numbers are listed as base damage, without the 1v1 multiplier.Diddy Kong's role in Ultimate competitive play has fluctuated over its lifetime.On release, top professionals immediately noticed his weaknesses, which include inconsistent KO'ing at higher percent and his greatly nerfed recovery.Many of Diddy Kong's top players, such as MVD and Zinoto , dropped him in favor of other characters.In the early months of Ultimate , Diddy was perceived as a mid-tier character.When update 3.Some players further optimized Diddy's moveset, such as an infinite being discovered on platforms, which was named the Pyramid Scheme.In addition, several dedicated mains, including Aaron , Dakpo , Rivers , and Legit , started to see better and more consistent results at nationals.Because of this, the general opinion of Diddy Kong started to improve, with some players, such as Samsora , Maister , and Dabuz viewing him as a solid high-tier character.During the online metagame, patch 8.However, due to the additional buffs received, players such as Tweek and Aaron continued to achieve impressive results.Tweek especially won Get On My Line and TNS: Pandemic Monthly 5.Following the return of offline play, both players continued to see high placements with Diddy Kong, with Tweek notably winning Smash Ultimate Summit 3.As such, the current view on Diddy Kong has improved further compared to before the pandemic, with some players believing that he might reassess himself as a top-tier character, albeit still weaker than his previous incarnations.Dabuz in particular has come out and said that he believes that Diddy Kong is top 掲示板 0.最近コメントされた記事 火のクリスタルの入手法と1番効率が良い集め方! 1.ヒヒイロカネの入手方法と1番効率が良い集め方! 2.信頼度を効率よく稼ぐやり方! 1.マッドネスシリンジの属性はこれで決まり!おすすめ解説! 1.ジョンドゥのおすすめ属性!理想的な構成を解説! 1.オススメ記事 ツヴァイとは?プレイアブル化っていつなの?.ログイン パスワードをお忘れですか? 効果 ターゲットに関わらず土属性 1.効果 自分に ・ 2.エンシェントバンテージ 背水に加え、低HP時ほど防御の上がる「堅守」を持ち、自傷アビで意図的にHPを減らせるベアトリクスと相性が良い。.ワールドエンド 「技連」スキルの与ダメ加算で最大12HITするベアト1アビの火力底上げが可能。 「乱舞」スキルのTA率UPで時計の針を進めやすくなる点でも相性が良い組み合わせ。.ユグドラシル マグナアニマ. 上記で得た基本隔で基本得TPを導ける。 PCの基本得TPの下限は40、上限は。逆算すれば隔が65、で上下に達する。 基本隔から得TPの基本得TPを算出するのはPC、モンスターともに同じだが計算が異なる。 PC 基本得TPテーブル.PC 1ダメージ以上の物理攻撃、WSがヒットした時に与えるTPは基本隔で基本与TPを算出し、 fAGI、対象のSTP、モクシャによって乗算される。 基本与TPの下限は70、上限は モンスター モンスターは基本得TPを3で除算した後にPCのSTP、モクシャによって乗算される。.得TPと同じように基本隔を用いて基本値を算出するのは変わらないが計算が異なる。 基本与TPはモンスターテーブル 旧PCテーブル を使い、30を加算する PC 基本与TPテーブル あらかじめ30を加算したテーブル.dAGIとは彼我のAGI差のことで、ここではAGI差を引数とする関数をfAGIとしている。 つまり、fAGIはAGIによるモクシャ効果である。 上限は0.まず、モクシャ効果が決まるAGI差の下限はであるという情報と、下限は定数ではなく対象のAGIで上下する変数であるという情報を精査 いつもお世話になっているごまだらさんの過去のツイートによると.あとがき 最近のFF11についていけてない現状もあって久しぶりの更新になります 少し離れていた間に「 FF11赤ソロ小冊子 」様に紹介されていたみたいで驚きました。 このサイトにはずいぶんとお世話になって、今なおFF11を楽しませてもらっている方々のお一人です。 個人的には効率プレイやテンプレートな攻略より、非効率ながらも試行錯誤しながら模索していくスタイルは大好物です。もちろんタイムアタックで戦術戦略を洗練させて突き抜けていく人達も好きなんですが。 私が薦めるまでもなく、皆さんご存じだとは思いますが機会があれば訪れてみてください。 こと私のサイトに関しては転載、引用だけに頼らず、確認と検証を行ってはいますが全てというわけではありません。 夏休みの自由研究ぐらいな気持ちで楽しんでもらえたら幸いです。.今回はTPについてまとめてみようと思います。 TPと一言にしてしまえばあらゆる行動が含まれてしまいますが、その中でもダメージによって得られるTPについてのレポートになります。 簡潔にと言いたいところですが、複雑多岐にわたるTPシステムを解明するためにあえて冗長的に。 はじめに 用語辞典では日本で得TPと称するものを能動的、受動的と分けている模様。つまり、自分から起こす行動によって増減するものと、自分以外からの行動によって増減するものを区別しているみたいなのですが、海外ではTPgain 得TP をPCとモンスターとで区別して説明しています。 私は後者の方がしっくりきますがどちらにしても説明するにあたり用語が確立していないのはちょっと不便。 例えば、広義で得TPはTPを得られる行動を全て含んでしまうが、狭義で得TPは攻撃で増加するTP量を指し、攻撃によって増加するTPそのものを表す言葉が不明瞭。 私は他人の作った所謂DPSシートを使っておらず、触れる機会があまりないのですがそこでいうところのhitTP? Triple techs are performed by all three party members in a battle.Some secret ones can be accessed with the Blue Rock , Gold Rock , White Rock , SilverRock , or Black Rock.Characters : Crono, Frog, Ayla Techs Used : Cyclone, Slurp Cut, Triple Kick MP Usage : 2, 2, 20 Range : One enemy Japanese : 3じげんアタック 3-Dimensional Attack.DS Name : Frost Arc Characters : Crono, Marle, Frog Techs Used : Spincut, Ice 2, Leap Slash MP Usage : 4, 8, 4 Range : One enemy Japanese : アークインパルス Arc Impulse.Characters : Crono, Marle, Lucca Techs Used : Lightning 2, Ice 2, Fire 2 MP Usage : 8, 8, 8 Range : All enemies Japanese : ミックスデルタ Mix Delta.Characters : Crono, Lucca, Frog Techs Used : Lightning 2, Fire 2, Water 2 MP Usage : 8, 8, 8 Range : All enemies.Characters : Crono, Marle, Ayla Techs Used : Lightning 2, Ice 2, Triple Kick MP Usage : 8, 8, 20 Range : One enemy.DS Name : Ring of Fire Characters : Crono, Lucca, Robo Techs Used : Spincut, Fire 2, Laser Spin MP Usage : 4, 8, 3 Range : Area around Robo Japanese : ファイガサークル Faiga Circle.Characters : Crono, Lucca, Ayla Techs Used : Lightning 2, Fire 2, Triple Kick MP Usage : 8, 8, 20 Range : One enemy.Characters : Crono, Marle, Robo Techs Used : Cyclone, Life 2, Laser Spin MP Usage : 2, 15, 3 Range : All allies Japanese : キープアレイズ Keep Araise.DS Name : Triple Attack Characters : Crono, Frog, Robo Techs Used : Cyclone, Slurp Cut, Robo Tackle MP Usage : 2, 2, 4 Range : One enemy Japanese : トリプルアタック Triple Attack.Characters : Crono, Robo, Ayla Techs Used : Cyclone, Laser Spin, Tail Spin MP Usage : 2, 3, 10 Range : All enemies Japanese : ビックトルネード Big Tornado.DS Name : Mastermune Characters : Marle, Frog, Robo Techs Used : Life 2, Frog Squash, Cure Beam MP Usage : 15, 15, 2 Range : All enemies Rock Needed : Gold Rock.DS Name : Eternal Darkness Characters : Marle, Lucca, Magus Techs Used : Ice 2, Fire 2, Dark Matter MP Usage : 8, 8, 20 Range : All enemies Rock Needed : Black Rock.Characters : Lucca, Robo, Magus Techs Used : Flare, Laser Spin, Dark Bomb MP Usage : 20, 3, 8 Range : All enemies Rock Needed : Blue Rock.Characters : Marle, Lucca, Ayla Techs Used : Provoke, Hypno Wave, Tail Spin MP Usage : 1, 1, 10 Range : All enemies Rock Needed : White Rock.Characters : Frog, Robo, Ayla Techs Used : Leap Slash, Robo Tackle, Tail Spin MP Usage : 4, 4, 10 Range : One enemy Rock Needed : SilverRock.Close Menu Home Page About Us Help Translate Complete Translations Prerelease Coverage Encyclopedia Modification Articles Features Game Index Guides Music Doujinshi Forums Community Links Discord Triple Techs Triple techs are performed by all three party members in a battle. 奥義を使用して戦うジョブですので必殺スキルとの相性が抜群です。 そのためテュロスビネットやブルースフィアなどの水属性の必殺スキルを持った武器を編成することが好ましいです。.この ダブルアタック確定とトリプルアタック確率アップの効果 はダメージを受けるまで効果が続きます。.トリプルアタックは3連続攻撃を行います。 無明斬は例えば『剣禅一如』を使用した後に『無明斬』を使用すると攻撃行動を行うので ダブルアタック 、もしくは トリプルアタック をした後、もう2度ダブルアタックもしくはトリプルアタックを行います。.これは剣豪の専用ジョブ『 無銘金重 』を装備する場合のオススメです。 無銘金重には3つのエンブレムから効果を選ぶことができます。.水剣豪で強いと言われているのがカツオ剣豪と呼ばれています。 メインの召喚石を カツウォヌス にしてサブ召喚石をヴァルナにするのが一番強いとされる編成です。.残りの3枠はフィンブル2とワンド・オブ・ガブリエルがオススメです。 メイン武器はオメガブレイドにしましょう。.オススメのキャラは ヴァジラ、水着グレア、ウーノ、アルタイル、シルヴァ、ヨダルラーハ、風属性になりますがシエテも強力です。.無銘金重を装備した際のエンブレムは魔獄がオススメですが最終的にはオメガブレイドがオススメです。 水剣豪の編成 はカツオ剣豪がオススメで無課金パーティというのは作れはしますが、オススメはしません。.Remember Me.雑談掲示板 質問掲示板 トップ 終末の神器 古戦場 キャラランキング 十天衆キャラ評価 武器編成.宝晶石を集めて通常のガチャを引くのもいいけど、スターレジェンドガチャと比べるとSSRの確率も違うし、宝晶石を集めるまで時間がかかる でも、毎回グラブルコインを課金でゲットしてるとかなりの額になってしまう 「 あの新キャラや水着などの限定衣装のキャラをすぐに無料で獲得したい

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