her trait needs to be faster, cause right now, it’s practically useless, definitely one of the two worst traits in the game (killer frost is probably the other)
also, if you can’t connect her command grab, either do a straight shot or a cupcake bomb, cupcake bomb won’t connect but it’s a trap allowing you to keep the pressure
Incorrect. Even when starting a combo while cornered so the super lands mid-screen, after the combo I cannot do j.2 into anything. He actually hits the ground before I do. Note that it’s a 10-hit combo before the super lands, and after hitting him in the air post-super, he does not float like he does with a raw super follow-up. He drops and hits the ground before I do.
Corner combos are different then midscreen. Infact, I just came up with a pretty fun one for some stylin’.
(while opponent in corner)
J.2, B22 xx DB3 1, F13, B121 xx Super, 3 xx DBF1 (60% damage, Full meter)
If anyone can improve on that let me know. I’m just messing around with it right now. The J.2, B22 is a bit inconsistent, though my timing might just be off (I’m tired). There’s a tiny pause after F13 to let him fall just a little so that all of B121 hits. And the Super follow up of 3 xx DBF1 timing is a bit more strict then I thought it would be.
i haven’t had any problem following up her super at any point, i always was able to do the same thing unless i just missed my j2 (which is on me and not the game)
There does appear to be some degree of hitstun scaling or increased gravity on longer combos. There’s a local Deathstroke player that has a restand that will sometimes combo, sometimes reset depending on what he uses to start the combo.
Good stuff, I never tried adding a second j.2>12 at the end of combos before Play Doctor. Dem corner combos too. That said, I’ve actually been ending my combos with j.3>112, followed by EX Cupcakes if I want to zone, or Silly Slide if I want to get in.
On that note, you guys have any tips for the Nightwing and Cyborg match ups? So far, both seem fairly tough if the players are competent enough with them to safely poke/zone you out.
nightwing is a bully, everything he does is safe on block and his corner carry is absurd, you’re going to want to use a MB b3, f3 is wonky and tends to jump over him
i don’t have a clue about cyborg, i have yet to face one online
I wouldn’t feel bad about this at all. I’m having trouble getting this down too. Most of the time her gun comes out for me at the end of a combo. Just takes practice.
Bully indeed, I feel like I’m playing against Mitsuru again. One thing I noticed however is that poorly timed short hop>poke attempts can be stuffed with a 1 press from Harley if they’re close enough. I’m not even bothering with keeping him out at this rate, his keepaway game is absurd as well. Who at Netherrealm thought making his projectile AND his flying kick plus on block was a good idea?
I’m not seeing it. Perhaps they tried to roll out after hitting the ground, and you caught them during that? There’s just not enough time to get out a F3 or B3 after Super.
Or perhaps some enemies fall slower then others? I could imagine hawk girl having some extra float to her, as her jumps do. Who were you playing against?
yeah, i’ll either get the gun, sometimes cupcake, or nothing at all >.> i have to learn, though, because i would love to not have to deal with wakeup attacks. i thought pressing 1, D+2, B, F, 1 would work, but it wasn’t really successful.