I figured out she had different lines during her ult but I didn’t know what caused it.
The amount of work they put in this character keeps impressing me.
Ok I think I’ve found a “bnb” for her that’s not to hard and allows for easy resets and does really good damage into super 499…
Dont know how to really notate it though so here goes nothin.
V trigger activate:
Cr.mk mk orb, cr.hp xx L sphere, m orb, st.mk xx recall, H orb, dash cr.hp xx D v skill, LP LK orb
Tack on a super and it’s 499 tack on an H DP and it’s 376.
Note that the HK orb isn’t used here. That’s REALLY good because it allows a lot of options such as after the super connnects you can still HK drill plus HK orb for easy plus on block, or you can dash and do HK orb to cover your dash and get pressure or you can do cr.mp xx L sphere HK orb>dash to get a free pressure from L sphere cancel.
Also note that since the HK orb isn’t used in the combo, you can easily reset after the dash cr.hp xx L sphere point by throwing the HK orb then doing a a high/low xx recall combo into cr.hp xx down v skill, lk lp orb juggle into super or DP.
Damage before reset is 302. Reset is 280 damage for meterless DP. With super its 375. So this is like a 700 damage reset that is almost completely safe to go for because of the hk orb blockstun.
There’s of course a ton of other things that can be done here as well, longer combos and whatnot but he timing gets tricky on those whereas the posted combo has very easy timing absolutely no walk forward crap making you do DP and shit.
btw here’s what she says during CA depending on the button pressed:
LP: "Cloudy with a chance of soul storm!"
MP: "Mmmh… sorry to say… it looks bad!"
HP: “But you already know that!”
Either way those VT combos require some really quick p-link esque button presses. Shit like cr.mp xx LP.Sphere~mp release(almost instant) is gonna be a real bitch on a pad
I like the character, and she’s probably the most fun I’ve used in the game… but good lord she needs a wake up or anything to get people off her once they get in. A teleport, a dp that hits on the ground, whatever - she’s basically dead before knockdown pressure.
Don’t know about on pad but those things aren’t that hard on a stick if you hold the mp then release it after the LP sphere, no need to plink unless you just find that execution easier. I’m using plinks double taps and negative edges in my combos, it all depends on what I find easiest with my current hand configuration during the combo.
The strengths she has are only justified by her huge weaknesses. If she got a reversal she’d more than likely have to be toned down in some serious manner… and I’m talking more than just making her v trigger 3 bars…