Lol, during that second last round (where you were doing that and her overhead in the corner), I realized that and kept trying to get it, but getting bopped.
I love 3S so parries like this are great, but one thing I dislike about how it’s implemented here is there is no parry stun for you to confirm into your U2 or whatever. You pretty much have to lab the string a bunch of times and get the BL xx U2/3 timing perfect and hope for the best.
Yeah it seems like you kind of need to know every characters strings, which is annoying. I’m not used to the armor break moves either, I get getting bopped trying to drop out of your combos. Seems like you have a combo that juggles if I don’t drop, but armor breaks if I do?
Probably why I feel better playing someone like Sindel and just trying to stay the F away from face-to-face fighting.
Let me know. I have lunch plans tomorrow and work to catch up on after, but I may just take an hour or two break to get my ass whopped if I can squeeze it in
Yeah, if you’re in her Fan Lift, you cannot breakout until you drop out, or I hit you once, so if you have two defensive bars, I’ll just hit you with one high grounded normal and cancel into my armor break move (grounded/airborne Square Wave). If you drop out, I punish, and if you don’t, I still hit you but it doesn’t do as much damage as the first time with the armor break/KB animation. I can amplify the non-KB version for a second hit and better oki though. Also, if I’ve already hit the armor break/KB animation once a match, and you breakaway again later, it will still armor break (it just wont do the KB animation/extra damage) and I can amplify that as well.
Tbh, I think Kitana’s Fan-Fare armor break may be the best in the game… It’s the best I’ve seen anyway. A simple D2 KB into Square Wave that hits a breakaway does like 403 damage (if it Kbs).
Edit to add: if you breakaway after the first hit from my Square Wave, and I amplify it, you drop to the ground before my follow-up can hit you and I whiff. It looks like you have the advantage (plus frames) here after you get up, but I haven’t labbed to see if it’s minus enough to be punishable… Maybe with a U2/3? I should lab that - I’d like to know.
Tagging @vhozite cause I remember her issues with getting breakaways during her combos was something that annoyed him. I think this small change buffed her pretty decently in Aftermath
Regarding your picks. I definitely struggled more against your Sindel when we were far apart (that’s why I tried Raiden but I’m not good enough with him). It was still a tough fight when we were closer, but I think Jacqui was harder close up. I actually think Sindel’s weakest area is right up to someone, so I just kept trying to get in as close as I could and stay there. With Jacqui, I didn’t really know where to stay. I didn’t like being too close because her pressure game is sick, and i was trying to stay out of the blue DOT stuff.
One thing I really like about this game is it’s really easy to see why a block string hit you though. Like if it ends in an overhead, I’ll definitely remember that for next time and usually block it (ignoring Sindel’s overhead starter which often seemed to be just too quick for me to react to).
But this does make it feel like you can learn a fair bit just by playing, but of course, that doesn’t account for when people start ending the string early and hitting you with a low/throw instead (as I started doing with my B231 string), and flawless blocks (which you were saying) in strings really need to labbed specifically, which I think gives it a nice balance, and reward if you put the time in.