Alright, cool. I’ll deconstruct what play-style information and notes are in there. I know about her loops and combos, I mainly just needed ideas to give people. More credit to munoz and panda :x
I don’t think I’ll update again until its finished, no point in updating every time I change something small.
One thing worth noting is that her dash attack recovers extremely fast, a lot faster than jacks and barons. People don’t give this move enough credit. It’s safe on block and if they don’t see it coming, safe regardless.
Edit: Japan mad. Just saw hanrice quit for the first time ever. My team was pretty friggin stacked though, best big bull I’ve ever seen, with aik000ri and some other random guy that ended up being medic the entire time. I left when they left, on a good note. Ain’t about to stay and get whooped
@Deezee
That’d be cool, bro. I definitely need guard pressure and some more useful Bayo combo’s than what I already have. If you feel like delving into playstyle or any noteworthy things about the character as well, feel free. You’re pretty much resident Bayonetta so it’d be nice to have your input on her section as well.
Never used it on someone blocking so I didn’t know that… I posted the Mathilda info because I wanted people to know about her before complaining about/having no info on her.
Ideas for people can be: Make them fear your jab (thanks to charge attacker loops, jump cancelling it etc), charge attacker is her best perk but don’t depend on the W-cH loop all the time, avoid using grounded kw moves and 360 unless you can find the right time to use them (Using her 360 to escape AAc or jump cancel combo for example and using her ground KW moves to catch unaware opponents), her DA is good, she needs to be played supportive and has to really pick her moments in order to do some damage.
Used her last night in a DM and found easy stun setups thanks to her jump cancel. Mash on aW after you do it to catch people mashing on you.
Speaking of Japan, apparently whenever Shizz joins a room they don’t want to play. Heck they start closing rooms whenever they see more than 2 american players… Wassup with that?
They know shizz will camp as a leader and ruin their fun. They kinda gang up on americans big time, or try to. Japan always closes when they lose.
Also everyone that doesn’t have a dive is stun happy against mashers, you just have to do aerials to catch people off guard. It’s not unique to mathilda, it’s another option though. Dive kickers can stun too, though.
Since you’re the closest thing to resident Mathilda you should probably know that she combos into her KWH charge 1 from a KWLx1 or x2. Good for very quick damage and most people will never break you at the first hit of a KWL, you have to be fast. It does work online, and inside juggles, it sometimes works. In 4 bars inside a juggle it won’t work.
Never actually went for it since I thought her ground kw’s were so ass that I didn’t want to whiff them. Gonna test that out later though since that sounds hella baller.
It’s really inconsistent for some reason, if you’re playing with europeans its better to do it from a juggle, with americans, a ground string. I did actually land it on neon inside a juggle, more ONLINE testing is needed to see what is guaranteed. Sometimes W-LKW-HKW(1) doesn’t work, they get their guard up, but
W-*W-LKWx1-HKW(1) seems to work more often than not
Edit: With a bit of experimenting in practice, there is a variation of prostitute loop involving charge attacker making you never need a wall for the W-H loop. Mathilda can legitimately W-H-HEAVY LAUNCHER. and then start prositute loop for hard knockdown KB reset, so when you start it again, they won’t fly away.
Hey Fear I sent you some of the write-up. I can’t send the rest because there is a 3 message limit. The whole write-up is a bit lengthy so feel free to cut out any extra fluff or if you know the information is incorrect but I did try to stay on point. I’ll send the rest after you open the 3 messages I sent.
I just read them all, all of it can be put under sasha’s playstyle section. The guard break note will probably be thrown into notes. Go ahead and send the other ones.
Thank you btw :D, awesome awesome work. I might have to beef up some characters I skimped on cause of you, making my other sections look bad >_>
Some guy used some awesome “tech” for Oinkie on me, I couldn’t tell if it was a glitch or something you can just do but I didn’t go and try to practice it yet.
He’d do KWL, KWL, and instant KWH that he’d then charge, the first time he hit me with it I was caught by surprise and it shattered my guard, the second time I forgot he even did it and he hit me with it when I 360’d.
That oinkie mix-up depends on your opponent panic 360’ing when you see charge, I do that constantly and its a win / lose situation. Sometimes you catch people that 360 and you get the charge off on them, and sometimes they don’t 360 and you could’ve done the full KWLx3.
Almost everyone has a slow enough 360 that if you start charging before it comes out, you can cutscene them with the V2, with rins, Charge 1 is optimal though. Pretty strict timing with the rin punish though, so worth pulling it off and risking it anyway. Completely depends on your opponents course of action. I use oinkies HKW charge like a proper counter and bait people into jabbing. They smarten up and eventually panic 360 s soon as they notice you’re in super armor—and they get punished anyway.
Maybe, an ability write-up is possible. Details and what is more useful in each mode. Completely undecided. Your interest is appreciated though. If I were to do something like that what would you want out of it? Goes for everyone.
I still twitch just because I’m so used to it. Waiting for the guard cancel to kick in throws me off and causes me to just do the second H instead, but the WHc string is rather amazing, especially in conjunction with the LKWx2 HKW light charge finisher for some nasty 100% combos.
(I did post about that comboing from her cH thing but its all good.)
Ok here are short summaries of how I think a character works. Feel free to use em or not for your pastebin Tunneling.
Big Bull: Like Mathilda but can be a beast with rushing opponents down. Lean Extender is his best tool as it helps him be mobile, allows his pressure game to be serious. That jKWH stuff I mentioned about Mathilda works wonders for Bull and if you know his combos? Consider the enemy dead/red life. Expect to waste meter a lot if you’re not twitch cancelling with lean extender. Bulls biggest thing is cancelling his KWL strings with guard. Throwing out random ground moves with him is like asking for stun (nicknamed him Big Target). Big guy so he has armor, go for running grabs since no one expects them in big groups. His rising attack is great, abuse that at the right distance and maybe you can combo off of it. Certain characters can out pressure the fuck out of him too. Overall, like Mathilda’s role as patient supporter but with lean extender can go iiiiiiiiiiiin.
Expect my twitch cancel-less Rin sisters post later. Garbots, Sasha and Bayo can be covered by their respective players(Shizz on bots, Timber/Razor on Sasha and Deezee for Bayo). I may post some extra stuff on them if it isn’t there.
I actually finished Mathilda and the Garbots yesterday, but apparently I didn’t save my changes. What the fuuuuuuuuuuuuuck. I could’ve sworn I did.
Anyway, I’m gonna try and get it submitted to gamefaqs–ONE LINE had trailing spaces so I’m not sure if they’ll accept or not. Either way.
Rins
Garbots
Bull
Don’t have any notes or playstyle suggestions under them, I could half ass rins but there wouldn’t be much depth to it. I’ll use your bull suggestions on the next update munoz. I haven’t gotten around to asking shiz about the garbots but I play a decent one anyway, enough to know how they play. Really mad that didn’t save cause I had them finished too
Be sure to post the guide on the 360 half as well, even though most people will probably dismiss it due to their attitude towards new tech, if even one person actually uses any of it then it’s a win.