It’s -7 so there are a lot of characters that can punish it no matter how well you space it. It’s quick though, so most people dont notice it in time to do anything, especially if you mix it up with hk lynx.
Cr.LP into MK Tail is unpunishable against some characters. I see Sako do this alot against characters with Bad sweeps and reversals. I have to test it more to see how realible it is.
Also he does this instead of the standard ender:
HK Lynx Tail, Dash x2, Hand Stand. Does that hit meaty? Nevermind it does it meaty.
I’m curious on everyone’s opinion with ultra double. I was using healing almost exclusively, but I’ve been experimenting more with double with decent success. 75% still gives good damage from her u1, and u2 heals can still give a noticeable amount to live off of. I found myself in situations sometimes where we are both low on life, and an ultra would have killed them but all I had was u2, and then never had the opportunity to use u2 and then i die.
I tend to still use u2 on characters where zoning plays a huge role (guile, sagat, etc), but I’ve been playing around more in other matches. Any thoughts?
I use U2 exclusively I’ve been thinking of us u1 in some MU like decapre and Dudley. But I’m still all for U2. I stopped using double since the life gain isn’t as much.
I used to use U2 and be more safe and be in safe slide range with my game plan, but her slide range game is very weak if used alot, and she should be in stlk range most of the time and using U1 to get that hitcomfirminto ultra. U1 is the better choice but I wish they made it more active frames, kinda fed up when you use it as an antiair or wiff punish and it trades sometimes. I found that the mu against gief or grapplers ain’t bad imo, the bad thing though is EXMS even if it hits, you get reversal spd, but you can use it against them if you know this too by neutral jumping.
I mean if they want us to play as a strong footise, High low “mixup” character I feel like those would be the most easy fixes to that and making Cr HP cancelable again. I still don’t know why they took that away if you are going to make all her specials unsafe from that range anyway.
They nerfed her stlk wayyy too much, I know 4 active frames and +1 on block would have been a bit too much but the fact that stlk is her main tool and the longest reaching normal, 2 active frames and -1 on block is too much of a nerf imo, would have been better if it was 3 active frames and 0 on block.
I thought so too then I looked at sakura frame data and I literally got upset. I also the realized that sakura’s crouching mk is vastly superior to elena’s cr mp and mk in combination with he shoryu.
Her far lp is +4 on block, her far lk is 3 frame startup and +1 on block etc etc…
Mallet smash should have been lk -2 -2 mk -3 +3 HK +1 +5 EX can stay the same. Or they could have left her Dp’s viable… instead of being totally garbage in combo and out.
Looking at other character frame data I just don’t see how they thought elena would be viable. Then I realize it’s all because of healing… and I realize how much capcom sucks at trying to balance fighters. They have always sucked and will always suck at it.