Hate the nerfs. Love the buffs though. I’ve already gone over my gripes with the overall nerfs in general, so I’ll just go over with what I like or at least can deal with.
-A successful jump in to v-skill -> air stomps -> EX Air Legs gives you like 2/3 to 75% of a v-gauge bar (the 75% is if your jump attack started from a v-skill jump)! I tried to do something cheeky like hit with V-skill -> j. MP, land and juggle Super, but the super doesn’t give any v-gauge unfortunately. That would be OD if it did though.
-Everybody’s probably seen the v-trigger CC st. HK -> Dash -> instant stomps, j. HP, land, air MK Legs. That’s the hard execution combo that pays off with 369 damage. I’d probably go for the easier CC st. HK -> F+HK, B+HP xx HK Legs (or juggle super for big damage). The easier one is like 336 damage… still not too bad. I’m just glad I don’t get too screwed over trying to CC punish a reversal in v-trigger anymore.
-Comboing into cr. MK xx HP Kikoken xx VT -> F+HK, cr. LP, cr. MK xx HK SBK is pretty dope. A lot her new tactics will be based around VT cancelling.
- IALegs nerf hurts a lot. On block, you’ll have to play the mind game that you can steal a turn with EX SBK on deck. I’ve already been doing this with EX Legs and DF+MK on block, so this tactic will probably catch on as well and you’ll be able to followup more than you think. It certainly makes the mirror match more bearable though.
-The throw range buff will help her open people up a bit more with shimmy since the threatening throw range is farther and VT cancel off of Legs makes it more confirmable. Unfortunately due to the pushback of light attacks, she can’t just tick throw without moving, but it’s still way better than before. You probably won’t get “thrown out of your throw attempt” anymore.
-The 4f delay cancel is a nerf for st. LP since you can’t combo into MK or HK Legs, but kind of a buff for B+HP. You know the corner combo with jump HP, B+HP xx EX Kikoken -> cr. MK xx MK SBK or F+MP xx VT cancel? Well now you don’t really have to time it or delay anything to make it work. It already puts you in the right spot to hit those links.
-You can still cross under the opponent after AA B+HK (and AA st. LK if you hit up close). The air reset gets more ambiguous when you hit that close now.
-I think OneHandedTerror’s CC B+HP into Legs VT cancel combos will be more usable when applied in meaty B+HP set ups off the knockdown. The ones I know that are guaranteed are:
**(in corner) after EX Legs/SBK -> dash -> cr. LP -> B+HP covers both rises.
And after Air throw -> Dash -> B+HP. **
…If they don’t rise then just do B+HP 2 more times and it’s still meaty.
I think the B+HP to EX Legs one is definitely confirmable, but at worst you’d still be safe.
…You can also do CC Anti-Air st. HK -> EX Legs xx VT cancel -> V-skill -> stomps etc. Just make sure you’re close enough after EX Legs juggle. Otherwise you may have to settle for cr. HP xx HK legs juggle after the VT cancel instead.
-I wish piano legs had some more practical application to it. Seems like it’s just there for the sake of being there or messing people up who mash but don’t intend to do legs.
-Abuse the white health changes… especially in V-trigger.
That’s all I can think of for now. It’s late and I’m about to crash. I’ll be sticking with her though.