Optimal Timing of Charge Move

Introduction

Tactics to throw your charge move in optimal timing is called CCT (Cycle Control Tactics) in Japan.
Optimal charge timing is often explained as "count your fast moves like '1,4,7,....'". However, while playing the game, it is necessary to count the opponent's fast move to track their energy. It is desirable to do CCT based on the number of the opponent's moves.
I'll explain how to throw your charge move in optimal timing. You'll not be able to do CCT immediately after reading this blog, but if you understand theory and play your usual battles, you'll gradually learn it.

How to do CCT

  1. Count the opponent's fast moves to find the end of the cycle

  2. After the end of the cycle, count your fast move a certain number of times, and throw your charge move (The number of the opponent's fast moves is counted backwards)

Cycle

"Cycle" is the period of time between when you and the opponent start throwing their fast moves at the same time and when animations of your and the opponent's fast moves end at the same time. The number of turns taken in one cycle is least common multiple of your fast move's turns and the opponent's ones.

Example: 3 turn (You) vs 2 turn

The end of the cycle

Cycle ends at the timing of the blue line. The number of turns taken in one cycle is 6 (least common multiple of 3 and 2 is 6). You should count the opponent's fast moves to find the end of the cycle. In the example of 3 turn vs 2 turn, the end of the cycle comes at 3,6,9,... times of the opponent's fast moves.

Optimal timing to throw your charge move

After the end of the cycle, you should count your fast move a certain number of times, and throw your charge move. In the example of 3 turn vs 2 turn, you need to throw 1 fast move after the end of the cycle. At this point, you are counting your fast moves, but the number of the opponent's fast moves is counted backwards. In the example of 3 turn vs 2 turn, after doing CCT, the opponent threw 2 fast moves (from the end of the cycle to the time you threw the charge move).

Other cases

Table for other cases is shown below.
1st row: The number of your fast move's turns
2nd row: The number of the opponent fast move's turns
3rd row: The number of turns taken in one cycle
4th row: The opponent's fast moves thrown in one cycle
5th row: Your fast moves thrown after the end of the cycle

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