yeah true… but i do remember lots of footage on youtube like a month before release. hax? early copies?
either way, in a game that’s heavily driven by juggles/combo setups, it’s fair to expect a bunch of infinites to slip though. as long as NRS act carefully to rectify, there’s no problem.
what i don’t want to see is a new balance patch every month, that sucks for competitive play. make it reasonably balanced and then leave it alone.
Well I thought you couldn’t block it. It says it’s unblockable in training mode but I gotta admit I haven’t really used Baraka a lot online. That would really suck if you could just block it.
Dash is good because it covers ground FAST and has no whiff recovery, on top of it being among the fastest punishers in the game. It’s uses for mobility are ridiculously good, and it gives him something no other character has…the ability to escape crossup jump punches. EX dash is even better…free corner escape if blocked AND makes sure the opponent is in the corner. It’s safe on block as well and leads to 30-something % if it does hit in that situation. Also, his projectiles are VERY good zoning tools, his best string is entirely mid, leads to 45% midscreen on hitconfirm, and can be made safe on block, and he has a generic low with huge range.
He’s really, really good. The only matchups he actually has problems in are vs the Subs and maybe Kung Lao. Everyone else is either even or in his advantage.
I must agree. Reptile is definitely top tier. From an initial viewing, he seems not great but as you actually look into his moves more, there is a complexity in them. Hes very dangerous but very hard to use properly to take advantage of that.
His special moves are very good to juggle and zone, he is very good at being aggressive and his running and slide let him cover ground fast.
Maybe I’m wrong about this but I find scorpion to be OP.
His recovery rate is incredibly fast, he has the teleport and the stun (spear) abilities, an unblockable move that stops any kind of defensive play (Flame from ground) and his combos are easy to do and can be streamlined together easily.
I think thats why so many people use him, yea he’s cool and all but he is very noob friendly
What do you guys think about Noob? I don’t think he is in the top tier, but he is pretty solid. His zoning is so good. He doesn’t do a lot of damage without X-ray, but he isn’t free once you get in on him because of his upkick move. He is one of those characters who I want in my back pocket for counter-pick situations.
on a different note, big damage combos might be over rated at this point. one thing i noticed while watching this weekend, was that they are only good if your opponent dosent have meter
characters that have practical ways of getting %25 or so, with good tools to work with, seem much better than a character without many practical tools, and plenty of %40 combos
The main reason I feel like Smoke is weak is because his normals are ass. It’s extremely frustrating playing someone who can literally beat out all of my moves with safe strings and faster normals. Having a fast teleport doesn’t matter.
They can dash/block it on reaction though. Either that or the netplay is really that bad and none of this actually happens offline. Online if I block there’s literally nothing I can do except teleport and if they block that there’s still nothing.
I found the best remedy for that since Smoke’s projectile doesnt do damage to a blocked person is to just be aggressive. Go up in their face and attack the legs if hes block standing or jump and punch if hes crouched.
I played against a Smoke and I would stand and block and he just did this small combo that kicked me in the legs which took my blocking out and just did a 35% combo on me.
After playing Noob a lot, - I wanted him as my main - I tried desperately to get good with him and explore the character. I discovered a few things
1 - He is the strongest in the corners
2 - His best offense is a good defense
3 - His attacks/combos mainly end with the opponent pushed away from him
What this means is that his main strategy seems to be to keep the opponent away by using the running clone or upward clone if they get close. What happens is basically just spamming. He’s not great at being aggressive because his moves are slow and so is his recovery time.
I dunno maybe I’m missing something but the frustration just made me switch to Ermac, a much better character IMO
You’re not going to always break or even have meter to break. It’s 2 bars just for 1. It’s too costly to lessen the impact of damage.
And yeah, piskooooo is right on about Smoke. His normals are really bad. He also has a lot of trouble opening up opponents so that they’ll actually be hit by 3d12. He has no low to scare you into blocking low…aside from sweep, which is a free techroll away. IMO, the only matchups he win are vs characters who can’t do anything but play projectile. He seems mid-tier, if that.
Noob is a corner hound. He is pure zoning until you’re in the corner, where all his damn corner setups are scary as hell.
I find sweeps so slow in this game. People shouldn’t be able to roll out of them.
Yeah Noob is all about zoning and keeping the opponent away. I’ve seen some really good players use him effectively. There was also someone who used him at PowerUp. That’s all he did: jump back and throw clones. When opponent gets near or tries to jump in, AA clone etc.
He seems like a good counter pick for Cyber Sub, Johnny Cage and Reptile. Especially Johnny Cage, you don’t want to let this guy anywhere near you. He can end the match in 3 seconds up close.
But for some characters it’s ridiculous. Baraka’s sweep for example takes an eternity of start up.
In UMK3 they were useful at least. They were the best anti-run and anti-jab blocking tool. Both of those concepts are not present in this iteration though.
They should at least give you an untechable knockdown imo.