The only thing I felt comfortable with the air dash is that you can cancel it at any time. Otherwise, I wouldn’t want to leave her in that air dash state for too long because it’s asking to get punished.
true but any player who gets good with her would know not to stay in the air that long anyways, unless need be. plus if you get good at reading your opponent i’m sure you would be able to cancel at anytime to blocc, considering your reflexes are fast enough.
From the sound of it your experience comes from playing people, right? Or do you have access to training mode? If you don’t, I won’t ask too much about combos and stuff, just trying to learn more about move properties.
-You said you can cancel her dash, does that mean the dash doesn’t go as far and you immediately come out of it using whatever normal you canceled with?
-Does she have any normals that work as a traditional crossup (hits behind you)?
-What were your experiences with pendulum? How many times can you use it, at what points can you cancel it, what kinds of trajectories can you get, does she turn around automatically the instant you cancel it or are you stuck facing the way you were swinging?
-What happens when you airdash past a person and then cancel it with a normal? Are you still facing away from the enemy? Likewise, if you jumped over an enemy and then air-backdashed, are you now facing the enemy and free to hit them with a normal like it worked in VS?
-Did you see what happens if you’re in super armor and get hit by a beam hyper during pendulum assist? Do you just keep swinging, or get stuck in hitstop?
-TK jump-back :l: gong any good for anti-air?
And some preliminary combo questions,
-If you landed throw/command throw, does it look like you could combo/otg after them?
-Can you combo into :f::h: on the ground instead of :h: (multi-hit is not so great for combos)? I’m thinking something like :l::f::h: xx Pendulum, bandit boulder assist hits, connect pendulum or pendulum cancel -> j. into further combo. But for now I’m just curious how her command normals work in chains.
The short answer is yes, all of the scenarios you mentioned lead into cross-ups. The characters auto-face the opponent as soon as you cancel a dash, so while it doesn’t work quite like VS, for all intents and purposes, it does. You cannot cancel pendulum, but it’s recovery is like 0 so you can attack as soon as it ends. Looks like they cancel it in videos, but i assure you it cannot be canceled. The strength of the button determines the arc somewhat, but they’re all very similar. as far as ground combos, bnb is c.L, c.M, c.H, >H, S and then air comboz. >H is a good mid-range anti air, and has a retarded hitbox. Hsien-ko is definitely a zoning character, even though she begs for you to rush in, it’s always ended badly for me in matches. I did ocv some guy online with her tho, so she has the juice to turn out your lights if you’re sleeping on her.
You can cancel her air dash at any point and be able to attack instantly with any normal. H is good because it hits 3x on the way down and you can combo after, and it leaves you safe on block.
The more I play her, the more I feel she’s mid-tier at best, which isn’t bad in this game, but there’s definitely situations where she’s helpless.
Thanks for the info over the day, everyone. Why in the world would they take away her canceling? Having her swing enable her to shoot herself around the screen was one of my favorite aspects to invision in a V.S. game. Would help her speed issues, as well. I can’t imagine it’d be TOO good… remember, we have Sentinel in the game! :lol:
Still really looking forward to getting that hands-on time… but eesh.
Pendulum works this way.
Do pendulum and she swings once and depending on the strength and distance you are from the opponent it crosses over. No absolute guard your opponent must block the right way after the cross over. You can attack as soon as the first swing or second swing ends. Holding the strength button during pendulum does not make her swing back. As stupid as it sounds you have to mash the button to make her swing back or at least time it at a certain point.
Tenrai ha does hit as an overhead and if you get it during the anvil animation the spiked balls still drop but if you get hit just after the super flash or before the super flash you get nothing.
IAD overheads are slow but good since IAD j.H is + a ton of frames. There’s some good lock down in the corner with a good assist and pendulum mix ups.
Her lows are c.L and c.H that’s it.
She can cancel c.H to f.H for that command normal AA. She can immediately cancel f.H into Gong and her missions involve stuff like c.H, f.H, Gong, c.H, c.S, air juggle, j.S, land, Tenraiha.
Her back dash is really fast and you can cancel the forward dash into a back dash.
She really needs the help of a good assist to get in and do mix ups but assist get punished way too easily in the game because of 0 pro-ration if they get hit. It’s super risky to call an assist. Double snap backs don’t work in this game.
Sentinel is a really good partner for her. Be extremely weary of Sentinel he just rapes everyone you might as well call it game if he has level 3 x-factor cause you die if he touches you.
I think Pendulum assist has some frames of invincibility. I called pendulum assist my opponent did Hyper Sentinel Force and she managed to go through and tag Sentinel.
Couple questions for anyone with the game regarding her Dark Force armor. Specifically, I wanna know how long it lasts when you immediately DHC her out after activation. How many times can you use it before it wears off and does its active time only decrease while she’s on screen or is it a constant drain? Thx!