Armor absorbs one hit, after that point you just need to hit them before they hit you like normal. (you can’t “break” armor)
Quickrise is with normal buttons, tech roll is with special buttons. Or maybe the other way around… No idea what the window is like for teching, but it is the most well kept secret for now.
I think you missed the point of my question. I’m trying to understand the logic of nerfing that particular move while leaving everything that people complain about untouched. Or were people complaining about S1 and I wasn’t aware?
BTW I’ve already learned to deal with the run into safe 50/50. I just hold up whenever I’m not in DP range since its pointless to try and block that move.
I think the devs saw something we didn’t. Consider that S1.1 was already insanely useful. Erases fireballs while charging the S2, cancels from the OH special, and on top of that +1 on block, allowing him to convert from a run to pressure. The combination of all of these together was probably too much, so they wanted to remove this aspect while keeping the run stuff intact since it’s a vital part of the character.
I’m really learning how fighting game psychology works and how to condition people and how to read people.
Being able to one hundred percent focus on the game itself and the “conversation” between two players, gives me a lot more insight on how to keep calm and hit-confirm combos and how to setup traps.
I feel like that is a part of fighting games that almost completely went over my head in SF4, since my execution was so bad that I was thinking more about how I get my character to do something, than engaging in mindgames and actual gameplay.
I still feel the execution part is too watered down but this is still a good game at its core and gets me even more hyped for SFV.
Btw. to all Chel players: S2/2 and S3/2 is the way to go. S3/2 connects on crouching opponents and can be cancelled from crouching lights. The pressure you can build with it is amazing.
Okay, this patch was pretty awesome. The DP nerf means that you can’t just slam on the button when you’re knocked down and it doesn’t result in free pressure on KADC. Talos is starting to feel like a complete character with the awesome armored command grab making him no longer free to jabs.
I can only see her using S3.1 if you absolutely need it to punish something in a matchup (maybe spaced Talos kick?). As for S2.1, it does give you a full combo on close hit, but that lower cooldown on S2.2 is so very nice, and if you do get the combo off of S2.1 on an air hit then the cooldown doesn’t really matter.
The Edge nerfs are pretty nasty though; you can only combo out of his Run Overhead (other than a Super cancel) on a KADC, and only then into cl.L followed by either S1.1 or S2.
Your offense as Chel isn’t your strong point anyways. You got 0 overheads, so in theory, people just blocking you are gonna fuck you up.
So by going Tatsu 1 you basically take away your own low/high mixup and people have to worry less about your low attacks.
Why not build on her strengths instead of her weaknesses? Aside from that you can still combo from cr.medium>fireballxxSuper from jump-ins and/or st.medium/forward heavy without any meter.
So you already have a high/low super mixup.
Edit: Just figured out you can also combo from grab into super with a bar. Gonna be beasting even more now
Lower cd uppercut is too good to pass up imo.
With that configuration you strengthen both your lame game and your mixup game at the expense of damage that you won’t get so often against people that know your character.
Eh, if you don’t have an overhead there’s not much point to being scary with lows; your offense is pure frametraps. So really, what S3.2 gives you is a way to do damage off your jabs from further away than your DP reaches.
In a way, that’s why some Chel’s throw a lot, due to the fact blocking is really good against her.
Some thing people may not know is that, technically, she has a reason to make people stand blocking while in the ground. Since throws can (assuming) only be teched while standing, at some points people will attempt to stand. Crouch throw normally works only if you pressed it before opponent’s throw becomes active.
There’s also p-linking Normal ~ Throw so people will stand for that as well. Visually it’s not a high/low game, but more of a low/throw game where the throw can account as a high oddly enough…
The dealbreaker for me with S3.1 is that it misses on crouching opponents while S3.2 hits unless you’re really far away.
S3.2 also pushes the opponent a good deal giving you nice positioning.
Oh, don’t get me wrong, I prefer S3.2 when I play her. But if you can confirm on a standing opponent then S3.1 lets you do a left/right mixup or return to zoning while S3.2 generally makes you go back to her zoning game
I’ve had it go above the opponent because the 2 middle hits are the same. So you do the final hit to the other side and it’s still as punishable as S3.1
So I read the patch notes, looks like they still think DP>KA is ok if they just shuffle some frame data around a little.
I’m really, REALLY curious why someone who’s been around as long as Seth has thinks that cancelling your unsafe reversals on block is ok to have in a game, regardless of frames.