BBB (Yomi)
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====BBB vs [[Gwen (Yomi)|Gwen]]==== | ====BBB vs [[Gwen (Yomi)|Gwen]]==== | ||
− | Gwen is very fast and is good against blocks, so {{YomiCard|Beta Thrust|BBB A}} as much as you can. Also remember that she has a special block {{YomiCard|(10)|Gwen 10}} that stops {{YomiCard|Junkshot|BBB Q}} from dealing 13 chip. If you manage to get to range, don't be afraid to spend all of your dodges. Even if she blocks, she still loses 2 life, and if you dodge a {{YomiCard|Shadow Slice| | + | Gwen is very fast and is good against blocks, so {{YomiCard|Beta Thrust|BBB A}} as much as you can. Also remember that she has a special block {{YomiCard|(10)|Gwen 10}} that stops {{YomiCard|Junkshot|BBB Q}} from dealing 13 chip. If you manage to get to range, don't be afraid to spend all of your dodges. Even if she blocks, she still loses 2 life, and if you dodge a {{YomiCard|Shadow Slice|Gwen Q}}, you gain a massive advantage. On range knockdowns, prefer using your odd normal, {{YomiCard|3|BBB 3}}, to avoid getting it 10-blocked. |
[[File:VendettaPortrait64.png|right|alt=Vendetta|link=Vendetta (Yomi)]] | [[File:VendettaPortrait64.png|right|alt=Vendetta|link=Vendetta (Yomi)]] | ||
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====BBB vs [[Vendetta (Yomi)|Vendetta]]==== | ====BBB vs [[Vendetta (Yomi)|Vendetta]]==== | ||
Revision as of 20:49, 20 July 2014

Bal-Bas-Beta, Clockwork Guardian
"Beep boop! Reporting for duty."
Bal-Bas-Beta, or BBB for short, is a clockwork automation--a robot of sorts.
Max Geiger built BBB and imbued him with sentience and personality. (The previous B-B-Alpha didn't work out so well.) Although Geiger is well-known for his skill with clockwork parts as well as his knowledge of science and engineering, the creation of BBB raised suspicions in Flagstone because it seemed a bit too advanced. Did Geiger get help from someone? Or from another time period? There are rumors he has communicated with an ancient lost race that had incredibly advanced technology, though most believe that stories of the Vortoss are just stories. (There are also stories that they are a playable faction in the upcoming non-collectable, yes-customizable card game.)
In any case, General Onimaru saw the clockwork man and immediately recognized its military potential. He ordered the production of an entire army of clockwork soldiers. Unfortunately, producing clockwork soldiers requires significant resources so Quince began scouring the Pandalands, Murkwood, the Golden Plains, and other regions for gold, silver, other minerals, lumber, and so on. Geiger suddenly left Flagstone, though his work was continued by Flagstone's new head of R&D, Dr. Beverly "Nova" Villanova.
While BBB is a friendly and inquisitive being, the mass-produced clockwork soldiers that came after him lack his charm. BBB hopes to reunite with Geiger someday.
Card images
Deck (text)
Life: 80
Max Combo: 2
Innate:
Long Range: When your [range] moves are blocked or win combat, set combat to ranged next turn. At range:
- Non-[range] moves become Enders, can't be pumped, and don't deal damage or block damage.
- Players can't play throws, except [range] throws.
- Return the first face card you play each combat to your hand.
- Your normal attacks are speed 1.0.
Lose range at the end of a turn in which both players blocked or you got hit by a non-[range] move.
(In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)
Normal attacks: x damage, Speed x.8 (X is the rank of the card)
Normal throws: 7 damage, Speed x.4, 1 CP Starter
2: Attack 2 (2) dmg, speed 2.8, 1 CP normal [Range] // Block
3: Attack 3 (2) dmg, speed 3.8, 1 CP normal [Range] // Block
4: Attack 4 (2) dmg, speed 4.8, 1 CP normal [Range] // Block
5: Block // Dodge
6: Attack 6 (2) dmg, speed 6.8, 1 CP normal [Range] // Block
7: Robo Headbutt: Attack 10 (2) dmg, speed 2.8, 1 CP normal // Throw 7 dmg, speed 7.4, 1 CP Starter // *Robo Headbutt
Robo Headbutt: [During Combat] If you combat-reveal Robo Headbutt and it wins combat, you may play another full combo.
8: Block // Throw 7 dmg, speed 8.4, 1 CP Starter
9: Block // Throw 7 dmg, speed 9.4, 1 CP Starter // *Overdrive
Overdrive: [Draw Phase] This turn, your face cards deal +3 damage and your:
- Long Arm (Jack) can't be interrupted except by knockdowns
- Junkshot (Queen) is unblockable
- Extensor Grab (King) sets range even if it hits after a dodge.
10: Dodge // Throw 7 dmg, speed 10.4, 1 CP Starter
Jack: Cog Shot: Attack (KD) 8 (2) dmg, speed 2.4, 1 CP Starter // Long Arm: Attack 7 (2) damage, speed 3.0, 1 CP Linker
Queen: Junkshot: Attack 13 (13) dmg, speed 2.2, Can't Combo. Requires range. // Gyro Spin: Close-only Attack 5+5 (+2 any) (3) dmg, speed 2.2, 1 CP Linker
King: Extensor Grab: Throw (KD) 8 dmg, speed 8.6, Can't Combo. [Range] [Gives range.]
Ace: Piston Hurricane: Close-only Attack 21+7 (+A+A) (3) dmg, speed 0.2, Can't Combo AA // Beta Thrust: Attack 11 (2) dmg, speed 1.4, 1 CP Ender
FAQ
Innate: Long Range: When your [range] moves are blocked or win combat, set combat to ranged next turn. At range:
- Non-[range] moves become Enders, can't be pumped, and don't deal damage or block damage.
- Players can't play throws, except [range] throws.
- Return the first face card you play each combat to your hand.
- Your normal attacks are speed 1.0.
Lose range at the end of a turn in which both players blocked or you got hit by a non-[range] move.
(In 2v2 and 2v1, cancel range if there are no BBBs on the battlefield.)

BBB J

BBB A
A: No. They don't have the [range] icon in their info bar, and do not give range. The crosshairs over their damage splotches mean that their damage is not negated by Long Range.

BBB J

BBB J

BBB A
A: Yes, because they have crosshairs over their damage splotches.

BBB K
A: No. You only gain range at the next turn, so you can't return the Extensor Grab to hand.
Q: If I lose range by getting my face card hit, can I return it to hand?
A: Yes. You only lose range at the end of the turn, so Long Range still applies for this combat and you can return the face card to your hand.

BBB 9

BBB 9
A: No, because you did not win combat with a [range] move. The exception is on turns where you played Overdrive: if you dodge into Extensor Grab on such a turn, you do gain range.
Q: Does hitting BBB with a Gold Burst joker end Long Range?
A: Yes. Gold Bursts can "hit".

BBB 9
- Long Arm (Jack)

BBB J
- Junkshot (Queen)

BBB Q
- Extensor Grab (King)

BBB K
Q: Does the +3 damage also apply to pump damage?
A: No. It only applies to base damage.
Q: Can I play multiple Overdrives in a single turn, and have a bigger damage bonus to attacks?
A: Yes.

BBB J
A: During Overdrive, if BBB's Long Arm is hit by a faster (non-knockdown) attack, the opponent can't combo. Long Arm hits afterwards and wins combat. BBB can continue his combo.

BBB 7
Q: After winning combat with a Robo Headbutt, can I trigger a second Robo Headbutt as part of my second combo?
A: You can play Robo Headbutt as a regular Can't Combo attack, but it will not trigger the Robo Headbutt ability, because you did not combat-reveal it.

Argagarg 7
A: After hitting with Robo Headbutt, you may play another "combo" as usual, but that combo will be limited to a single hit that can't be pumped, because of Protective Ward.
Strategy
by Aphotix and Thelo
Introduction
Bal-Bas-Beta is a character who relies on low risk, low reward plays to slowly grind out his opponents. If you enjoy playing a complex character who gains temporary advantages, than BBB might be the robot for the job.
Innate Ability - Long Range
Long Range
BBB Char

BBB Q

BBB 2

BBB 3

BBB 4

BBB 6

BBB K
Gameplan At Close - Early Game
In the early game, BBB is not threatening at close range. His max damage is low, he does not have very damage efficient cards, and he has below average life. Because of these factors, his opponents can use their cards more aggressively than usual. This means that BBB's best way to not fall behind is to obtain range. However, BBB has very limited options for gaining range in the early game. Extensor Grab
BBB K
Because being put to range is so threatening, BBB's opponent will rarely block or throw, and will instead play fast attacks and dodges. To counter that strategy, you should block frequently. The normal attack or block mix-up is BBB's basic strategy at close range in the early game. Try not to ever dodge in the early game: dodges are much more valuable in other stages of the game.
If your opponent is playing a lot of fast attacks, you can also use Cog Shot (J)
BBB J

BBB A
Gameplan At Close - Late Game
In the late game, BBB relies on aces
BBB A

BBB 9

BBB Q

BBB J

BBB 7
Dodging during Overdrive is powerful because it's BBB's only opportunity to gain range if the opponent played an attack faster than 3.0 speed. Due to the threat of attacking, and the safety of dodging, the opponent will often be tempted to dodge as well.
BBB has a couple of options to punish dodges with a throw. He can Extensor Grab
BBB K

BBB 7
The opponent's basic counterplays to Overdrive are to play:
- A throw faster than Extensor Grab: this defeats BBB's Extensor Grab and dodges, but loses to Long Arm, Robo Headbutt, and normal attacks, or
- A block/dodge: this defeats BBB's Long Arm, Robo Headbutt, and dodges, but loses to a direct Extensor Grab (blocks also "lose" to normal attacks)
Gameplan At Range
BBB's entire strategy shifts whenever he enters range. Now he has repeated access to Extensor Grab
BBB K

BBB Q

BBB 6
Your opponent's best option at range is to block. Not only does blocking end range if you also block, but it is safe against dodges, and 1.0 speed normals. This means that your most important cards at range are block punishers. Junkshot and Extensor Grab are your two means of accomplishing this. It is so important to hold on to at least one copy of these cards to maximize the effectiveness of range.
Extensor Grab will make the opponent want to attack, because they have no other way to deal with it. If it lands, it sets up a knockdown mix-up using a normal attack, or a Junkshot that the opponent cannot dodge. Due to these options, the opponent will often try to play an attack that is speed 1.0 or faster, to beat the mix-up and end range. This is a great opportunity to dodge, or, if you feel that you need more cards, block.
Blocking at range is sometimes necessary if you do not have the cards you need to mix up the opponent. It's also a reasonable move when you strongly expect the opponent to dodge. However, if both players block on the same turn, range ends. So it is vital that you force your opponent to do something other than block before you do.
Using Overdrive
BBB 9
Prioritizing Damage Vs Options
Two of the most important hand management decisions BBB has to make is when to dodge, and when to spend Queens
BBB Q

BBB J

BBB A

BBB 3

BBB 4

BBB 8
Cog Shot offers a knockdown, which can help you obtain range, since now the opponent cannot dodge your normal attacks. The knockdown also sets up Piston Hurricane very nicely, because the threat of those normal attacks will force your opponent to play an attack to outspeed them.
Card Breakdown
2
BBB 2

BBB 3

BBB 4

BBB 5

BBB 6

BBB 7

BBB 8

BBB 9

BBB 10

BBB J

BBB Q

BBB K

BBB A

BBB Joker
Matchups
BBB vs Grave
Grave has
Grave 2

Grave J

Grave Q

Grave K

Grave A

Grave Q

Grave A
BBB vs Jaina
Jaina has a lot of scary mix-ups in the early game. Her 2 attack in particular is hard to deal with, and you will have to Cog Shot and Beta Thrust more than usual. At range, she also has 2 attacks (Q
Jaina Q

Jaina A
BBB vs Midori
This is one of BBB's most favorable match ups. Midori has very few cards to deal with BBB's normals, so he gets pushed to range easily. Also, Piston Hurricane is faster than anything Midori has, so BBB has an advantage in the late game as well.
BBB vs Setsuki
Setsuki has a ton of fast attacks, and can spend cards more efficiently than any other character. This forces you to rely on reading her throws, and taking any opportunity you get to deal max damage.
BBB vs Rook
This is another favorable matchup for BBB. Rook's Jack
Rook J

Rook Q

Rook K

Rook A

Rook 3

Rook 5
At Long Range, spamming Junkshot is quite powerful - even if it meets a special block, you will not lose range. However, blocking at range is even more dangerous than usual, since his dodge-surrogate special blocks are really blocks, and will end range when played against your blocks. Rook's high life is also very laborious to go through, making this matchup a true test of endurance. Avoid blocking in general and try to stick to your dominating moves.
BBB vs DeGrey
Degrey is very scary at close, but laughably weak at range. This matchup is dependant on momentum, and whoever makes the stronger reads. Try to prioritize knockdowns more than usual, since his biggest threat is Ghost Riposte.
BBB vs Valerie
Valerie dominates combat throughout the game. The only advice I have is to learn your opponent's play style, and try to make better reads.
BBB vs Geiger
Time
Geiger J

Geiger Q
BBB vs Lum
Lum has a lot
Lum J

Lum Q

Lum A

Lum 8
BBB vs Argagarg
Argagarg has the strongest block in the game
Argagarg A
Avoid getting to range without a King in hand, and don't play them in combat lightly - there is little more frustrating than being at range and unable to throw a Bubble Shielded Argagarg. Junkshot is surprisingly powerful against Argagarg - remember that its block damage is never prevented by Bubble Shield.
BBB vs Quince
Quince has so few fast attacks that he cannot ever outspeed normal attacks at range, and can't even function well against Junkshot except by dodging. At close, he has a deadly mix-up game, so making a good read to bring him to range will give you an easy victory.
BBB vs Onimaru
Onimaru does a quarter of your life every time he hits you, meaning that you have little room for error. However, his Guard Crush
Onimaru Char

Onimaru Q

Onimaru A
BBB vs Troq
BBB can push Troq to range very easily, and Junkshot
BBB Q

Troq A

BBB 6

Troq K
BBB vs BBB
This mirror match is bizarre. Range occurs very easily but doesn't usually favor anyone, and normal attacks dominate ranged combat. Blocking a normal attack from the opponent BBB is actually good for you. The best thing to do is attempt a gold burst once you have built up a hand, then land a Piston Hurricane
BBB A
BBB vs Menelker
This match is unlike any other. BBB has an incredibly hard time gaining range, but Menelker's
Menelker Char

BBB Q
BBB vs Persephone
Persephone has a hard time dealing with range except by dodging, so throwing more than usual (especially with your 7
BBB 7

Persephone 7

Persephone K

Persephone 8

Persephone A
BBB vs Gloria
Gloria loves slow paced games more than BBB does. She has a bunch
Gloria J

Gloria Q

Gloria K

Gloria 10

Gloria A

Gloria Char

BBB A
BBB vs Gwen
Gwen is very fast and is good against blocks, so Beta Thrust
BBB A

Gwen 10

BBB Q

Gwen Q

BBB 3
BBB vs Vendetta
This is one of the only match ups where it is acceptable to use a dodge early game. Getting rid of his 2 attack
Vendetta 2

BBB A

BBB 2
BBB vs Zane
Zane can loop you with knockdowns, due to his innate ability Meaty Attacks
Zane Char

Zane K

BBB 3

Zane 5
See also: Big Brass Boots: BBB's new Yomi card art