I don’t get a full super usually because yea I use ex moves and dp fadc u1. Usually it’s round 2 after 1 and a half rounds of dominating and I look to land it
I will say it is match-up dependent but i started to be a little more conservative with the meter. Against non fireball character i only use Ex AE now if i am noticing that they are focusing my regular AE a lot. I will say though that This fireball super trick has worked every single time. I feel like it is a really amazing trick to have because once you do it once, They would have to respect your fireballs so much. They just can’t jump at this point making the match that much more in your favor.
I like using meter on Ex WoL Ex AE and EX LMT but if i am close to 3 bars or so i usually decide to save up for the super. The whole thing is situational too because if i am losing for example i would be much more willing to spend bars on EX LMT and EX WoL reset.
Works on a lot of people as long as they are crouched and spaced right. Do cr.lp. St. Lk cr.hp xx ex fb on most crouchers and u can link u1 on some and cr.mk on all
I agree, but Capcom wants to give the game some time before dropping balance changes (sounds more like laziness to me).
Look on the bright side though. A lot of players have stopped using Poison, so we’re going to be a rare breed soon. That means many people won’t know how to play against us.
I have been thinking about the possibilities with U2 today. I think i matchups where we can kinda abuse LMT U2 may have a powerful utility there. Yes it is supposedly a punish ultra but as you all know a lot of people loves to throw or stick out a button so maybe an U2 after LMT and especially Ex LMT could punish that or at least the threat of it may let you pressure more than you normally would. Yeah it is a big YOLO thing to do but it may have its uses sometimes.
510 damage is a lot and very tempting but at that shitty range and 2 frame start up, you might as well do a blocked lmt, mk dp fadc u1, you get almost as much damage. To me it’s still a Yolo move but I’m -5 at worst and it’s quick, I’m probably just going to eat a throw or dp punish against a good player. Rather then a neutral jump into ultra.
we should start working on mix ups off of ex whip of love in the corner. 1 can lead to a dizzy, the other can lead to a throw, and the last leaves the opponent to do a reversal and you punish for dizzy. we probably should be trying mix ups off of a HP AE that is about to faze out. That way the opponent thinks they will block the fireball but then get hit with an overhead or even a throw.
Forward throw, instant hp AE, dash, throw
Fireball fizzles out on them during their wake up.
Forward throw, slight pause or step forward, hp AE, dash up, cl.mk.
If the hp AE hits, mk combos, you can link a cr.lp xx rekka.
If blocked, the close mk is a true block string, +1 advantage, you can go for a few options.
Throw
Cr.lp (2 frame trap)
Cr.mp/Cr.mk/Cr.hp buffered into something (5 frame trap)
St.mk buffered into something (4 frame trap)
Cr.lp, over head
Cr.lp, St.mk (2 frame then 4 frame trap)
Back dash (bait)
Etc
You can also substitute the dash up cl.mk for a dash up cl.lk for +6 on hit/ +3 on block for juicier frame advantage.
I was playing a yun player yesterday… the match up seems bad if he can get in. She doesn’t have much of an issue with yang but she has 5000 issues with yun. yang needs to watch his positioning on the screen because cornering her is just bad. if she gets out yang might be done. Also her st.mp swats yang’s dive kick and its at the point were he can make it safe.
Nah it should be fixed, but this is ridiculus. I thought they had players playing this constantly before release to make sure that all these problems were fixed. Fireball jump glitch, low attack avoidance, craptacular hitboxes on her whip (but hey lets let Vega’s claw reach past it!), WoL avoidance on certain crouching characters, and you’re telling me no one said anything during all those test? And thats not even including the glitches that that guy sent to Combofiend. That makes no sense at all.
If they do decide on re balancing then this is a list of changes I would submit to capcom
System/bug fixes
Fix her wonky hurt box issues both against her ( like the stand to crouch, crouch to stand, and her pushbox) and for her (cr.hp and cl.hp causing reeling animations where canceled moves whiff. Cl.mp getting a hit box adjustment to not whiff on hit/block standing / crouching etc)
Fix her states that restrict her from special/ultra canceling with an up direction
Fix her ultra 2 causing her to move backwards giving it inconsistent range
Buffs
Increased active frames on her Kissed by a goddess special. This move is her anti air and the go to medium kick version which is the one with the most invincibility and fastest start up (barring ex) has only 4 active frames. There is also a 3 frame gap of recovery between the first 2 active frames and the last 2. Because she also becomes airborne on frame 11 after the last active frame, allowing her to be unthrowable, the 3 frames of recovery in between the 2 sets of active frames are throwable, causing her reversal to be punishable while active in a sense. A buff to to both the horizontal and vertical hit boxes would also help the range so that the move isn’t easily neutral jumped and forward jumped through her body.
Slight increase in walk speed both forward and backwards.
Increase In active frames on crouching hard punch.
+1 frame of hit stun added to crouching light punch, close standing light punch and far standing light punch, giving her a total of +6 frame advantage on hit allowing new combo potential, giving her the possibility of combing into her crouching medium normals and her crouching hard punch as well as close hard kick. It will also create her crouching light punch > standing medium kick link to be more lenient. She would also be able to link her sweep on a counter hit light punch.
Slight range increase on all versions whip of love to avoid whiffing when canceled from far ranging normals like Standing medium kick, crouching medium kick, crouching medium punch, crouching hard punch. Etc
Damage increase on all versions of whip of love. The scaling added to each hit of this move causes her overall damage out put to suffer if extending combos.
Increased range on forward throw. Her forward throw grants her many set up options, but the range is one of the worst, a slight increase in range would be very impact full for her overall close range game.
Improve the sweep. Poisons sweep is one of if not the worst sweep in the game. It has a very slow start up (9 frames), very little active frames (2 active frames), and horrible recovery (31 frames). The stun and damage is very little (90 damage/ 100 stun) and with such a large recovery time, she is -15 on block. There is a lot of risk both on start up and block/whiff for such little reward on hit. I would suggest the start up to be 7 or 8 frames, 3 or 4 active frames, and about 21 recovery frames, with a frame disadvantages of -7 on block. Buff the damage to 100 and stun to 150 or 200.
Increase in speed on Ultra 1’s Projectile to allow it to connect midscreen on every character after an EX Whip of Love
Give her ultra 1’s fireball 1 layer of projectile armor. This is me being greedy but it sucks having an ultra fireball losing to a normal projectile.
More range on ultra 2
If all the system fixes were to happen, and even just 1 or 2 buffs from this reasonable list while not nerfing anything in “compensation”, I think she becomes a complete char.
I am afraid of nerfs since there has been a talk about her potentially being the best of the new 5 and this is Capcom we are taking about. I would like the increased active frames on cr.HP ( I don’t know numbers but it should be at least as good as Rose’s) and the hit stun on cr.Lp because i hate unnecessary 1 frame links :). I know she will get the Cody treatment where she wouldn’t be allowed to be high tier and must remain mid tier at best.