So Iām trying to get some BnBās to get a feel of the character, so far I got these three which I can pull off easily:
1 - j.HK > cr.HP > Heavy Flying Knee (can use EX here)
2 - j.HK > cr.MP > cr.LP > Medium Chariot Tackle (can use EX here)
3 - j.HK > cr.HP > HP Fireball > Heavy Chariot Tackle (can use EX here) *** does not work on corners *** (can also cancel to CA).
So two questions:
First - Is there any reason to use combo 2 over the first one? Combo 1 does more damage, more stun and is easier to do.
Second - Any standing BnBās? So far most Iāve seen are jump-ins and Iād like to have something for when Iām standing, I guess all crouching combos start with cr.HP too?
Specials damage
Chariot Tackle: L = 70, M = 80, H = 90, EX = 150
Flying Knee: L/M/H = 130, EX = 160
Headbutt: L = 100, M = 110, H = 120, EX = 80
Sphere: uncharged = 60, charged = 90, EX uncharged = 90, EX charged = 120
Reflector does 10 dmg on hit and lasts 3 hits.
No idea about the rest.
Flying Knee is unsafe because he floats in the air on block, however EX version crosses up on block (basically it behaves like Rashidās Eagle Spike).
Other random notes:
his CC moves are b+HK (spin in place) and HP (stagger)
his normals are globally slow. cr. LK is the fastest one, around 4f I think, and both st. and cr. LP might even be 5f
cr. LK is not special cancelable but can be linked with either cr. or st. LP which are cancelable
LP, LK and MP (both standing and crouching) are all positive on block
both st. and cr. MP can link into themselves on CH and into st./cr. LP in any case
st. MP > cr. MP is a frame trap and scores CH even on 3f jabs. I think st. MP might even be around +3 on block.
light and medium versions of Tackle and Headbutt make the opponent stand, heavy and EX score K/D. EX Headbutt can be juggled.
EX Sphere behaves like L, M or H sphere depending on the button combination (LP+MP= L, LP+HP = M, MP+HP = H), exactly like Ibukiās kunais
forward dash seems pretty good, relatively fast and covers a lot of space
Range for EX knee is the same as H knee and it either whiffs above the head or lands right next to the opponent (front or back). It is safe though, def -1 or -2.
EX knee Drop is way + on block, itās not negative. Itās + enough to to be a true blockstring to cr. lp.
Something else I found is st. lk on block can immediately go into throw, beats out chun liās 3F jab, can shimmy to get st. mp (Counter hit) -> cr. mp
Youāre right, I didnāt test it enough.
Anyways itās safe to assume most of his frame data is very unfinished, I can link st. or cr. MP into any other light normal and those jabs really donāt seem to be 4f, which means theyāre at least +5 on hit atm, which explain why they link into themselves on CH (they seem to be 7f).
This character is weird as all fuck. I cannot figure out if I am supposed to fight from range or in your face. Just gonna practice confirming CCs, in the meantime, since that looks like it wont change. Plus learning how to maintain charge.
the only logical way I see him getting naked is after his CA, other than that I donāt see it in mid match unless weāll see him naked as separate DLC costume
It will depend on the matchups but he has good tools to play offense and defense. I am assuming you will be playing a nash hit and run type of style with transitions from zoning to maybe whiffing a headbutt to get close and starting offense going. His v skill and trigger promote offensive play but his fireball and normals promote defense play.
Ok, I managed to get the frame data for Urienās ground normals and command normals. I marked the data that is missing or incomplete and added notes below.
Normals
5LP (4f): +5 block, +2 hit
5MP (6f): +3 block, +4 hit
5HP (12f): -2 block, +4 on hit
5HP charged (22f): +3 block, +9 hit
5LK (5f): +2 block, +3 hit
5MK (8f): -2 block, +1 hit
5HK (10f): -2 block, +4 hit (+5 on crouchers)
5HK charged (24/26f): 0 block, +8 hit
2LP (4f): +1 block, +4 hit
2MP (6f): 0 block, +5 hit
2HP (8f): -8 block, launches on hit
2LK (4f): +1 block, +4 hit
2MK (9f): -4 block, -1 hit
2HK (11f): -14 block, K/D hit Command normals
6MP (7f): -2 block, +2 hit
6HP (21f): -4 block, +1 hit
4HK (15f): -2 block, +3 hit Target combos
5LP > 5MP: -4 block, +1 hit
6MP > 6HP: -6 block, +1 hit
My commentary:
cr. HP and cr. MK are obviously the key of all his combos and you need to always cancel them into something because they are EXTREMELY punishable on block
st. MK and b+HK are his best pokes, but st. HP seems pretty solid too even if itās not special cancelable and you canāt link into anything because of its tremendous pushback. On closer ranges, st. MP is clearly his best button, followed by cr. MP which has a solid range and can help you getting in
my guess about him not having any 3f normal and both MPs having the same startup was right, however all his lights are 4 frames except st. LK which is 1f slower
his LP > MP target combo is pretty safe thanks to pushback. I canāt really test the f+MP into overhead but I guess it will be at least -4 like his overhead.