Katarina is a high risk character btw. She will do well at the lower level but her frame data is not as awesome as you might think. The best thing about her IMO is her plethora of counter hit launchers. But almost all of her other shit can be punished hard if the opponent knows what is what. Even then, D2 is 18 frames, d/f +4 is 17 so they aren’t that great frames wise.
444 is really good because she has a magic 4 and the string is safe on block. HOWEVER… You can block the first hit, side walk and the rest of her hits will whiff and you get a full combo punish on her. As far as i know, she have to commit to the string to combo from the magic 4, so yeah.
Launcher DB 4 is minus go kill yourself on block and it is 24 frames startup and the animation is quite unique. so it is reactable as it should be.
u/f 444 series can be interrupted after the 2nd hit with a 12 frames punish. Her 22 can also be punished by 12 frames. Cheeky stuff like d34, you can block the first hit, let the second hit fly above your head and while rising punish her. d/f33, you can block the 2nd hit and launch punish her.
The point is that yeah, everything good about her is also super risky. I still love using her but against anyone good, she is super high risk/high reward to play. As someone who plays multiple games, i welcome having someone who is easy to grasp like her. She fits me perfectly, I am Mika player after all lol
High and mid attacks you block standing up.
Crouch block lows, but if you crouch-block something and still get it, hit was a mid attack (mids operate like overheads).
Sighs…im getting tired of the game doing the wrong inputs because of the inherent input lag of the game and my god are ultras literally THE WORST thing to ever come out of this series.
“We couldve put in a great lesson mode to teach players about individual characters and how they work. But why do that when THE FANS will do it for us. Oh and hear is this garbage “feature” because we here newbs and returning players LOVE BS 40% armored damage gimmicks.”
I dont care for an excuse. it just should never have been done.
I like rage arts. They’re easy to bait and give me big combos when I block them.
I’m a bit more iffy on rage drives because they’re something you can often just throw out and get huge damage for it at very little risk, but hey, that’s the game.
being able to crush (or be crushed by) newbs because of an obvious design flaw does NOT a good fighting game make. but yes, it is (for worse) part of the game…
I agree with @LordxMugen Rage arts r a scrubby mechanic. I get that they r trying 2 make the game more appealing but it would have been fine with just rage drives, but now at the end of a round I gotta be extra careful cause my opponent at some point is gonna just throw it out cause fuck it why not. Whatever happened to just staying solid to make ur comeback instead of having these damn stupid comeback mechanics.
Hilariously enough, I’ve only gotten whacked by one random get-up Rage Art.
The other ones, the opponent’s health was so low that my attack(s) killed them anyway.
So there’s still a risk inherent to pulling those off.
I’d say Rage Drives are scarier because for some characters that shit is SUDDEN as fuck and I’ve actually pulled some wins off the skin of Jack-7’s metal ass with his.
I can count the number of ragearts that hit me on one hand.
It’s much better to use the ragedrive or combo into the rageart. They’re also decent to blow mindless rushing up.
All in all, not a bad addition, but not a good one either, I put it 50:50. It’s a feature we didn’t need, but I see no reason to complain about it either.