Based on the few games I got to play yesterday and this morning so for I feel like throwing out the orb and leaving it out in neutral is a big no. I feel her neutral game gets gimped too much when she doesn’t have the reach that the orb gives her punch buttons.
That being said throwing out the orb gives her huge pressure benefits with recalling it back seeing as recalling it is +3 on block and +14 on hit so I feel like throwing out her orb is more for pressure and less and for playing footsies except for maybe against characters with slow walk speed.
I think I’ve seen Go1 throw out the orb and call it back as soon as possible I think he really values those plus frames and tries to anticipate when he feels like he’s going to turn the neutral into him going on the offense.
I don’t feel like I’ve said anything too ground breaking, just some observations, overall though I’m really excited for this character the way she goes from neutral and defensive play to offensive pressure is just so nice to look at it. Also I like 5Mk that button seems like its gonna be really good.
I feel like she needs a new combo ender there’s a weird interaction of when recalling orb that for a second you don’t have it try to cancel cr mp into a special it doesn’t work and usually to far for v skill
Anyone having issues with her DP coming out instead of her QCF? I’ve never had this issue and still dont using Ryu or any other character that has both a fireball and DP.
I’m usually not annoyed with it, but the fact that they adjusted this with Juri for the exact same reason just to do it again with a character who has two specials boggles my mind and is infuriating
Cr.mk pop, hold hp during v trigger freeze. Release hp, st.mp.
MUCH easier. Before when holding the st.mp you had to let go with precise timing and then press mp again, which slowed down the MP input and it could sometimes get blocked because it wasn’t coming out super fast.
But now with the hp hold all you have to do is let go of hp then “plink” MP. Super easy cause the timing in the negative edge release is way more forgiving and the st.mp comes out quicker as well. I think that’s the starter I’m going to be basing my upcoming combos off of. If anyone finds an easier/better max range conversion let me know.
-edit… it much frame advantage off of the hold st.hp release though. Needs more experimentation.
Nothing really ground breaking at all, just random poking. No solid play. I have a strong feeling that throwing out the ball just like that will be rear the more we understand her. It’s too much to do.