Ok, Im finding that close fierce has some really awkward reeling animation inducing problems…
Like on E.Honda Cl. :hp: EX WoL is not working right at all, the first rep whiffs completely…wtf?!?
Edit: Because of the previous mentioned error, EX LMT doesn’t combo on Honda at all with Cl. :hp: also, Cl. :hk: Whiffs on EX rekka if you cancel on the first hit…but you’ll be fine on the 2nd hit cancel…as when you should cancel it anyways. I thought I should mention that.
I gotta leave for work soon but i’ll try to post more of these as I find them.
EX LMT (13)
AE (18)
LK/HK KBG (20)
WoL (first two hits) (23)
LMT (23)
MK KBG (23)
EX WoL (first three hits) (26)
EX AE (26)
Super (first 3 hits) (30)
EX KBG (31)
Probably best to use AE, EX AE, or LMT for the chipout.
Poison seems susceptible to focus. A normal cancelled into EX AE “works”, but it’s not at all airtight- you can be hit out of it.
Oy.
I’m not sure at this point. I’m definitely not seeing anything broken here.
It seems there are various holes in her tools. Of course, player skill can cover for those, but when you’re talking about tiers, any holes at all aren’t good.
I can’t seem to link st. MK after cr. LP x3.
This happen for anyone else?
Anti air :hp: Aeolus Edge, EX Aeolus Edge , Ultra 1 for game. It did hella damage…It wasn’t full but it did alot. Apparently going back into the lab its 497 damage.
I like the character for sure, but playing lame isn’t how I want to win. -_- but you can’t be picky about how you win.
cl. HK (two hits) xx LP AE - 180 damage. True blockstring.
cl. HP xx LP AE - 170 damage. True blockstring.
cl. LK, cr. HP xx HP WoL - 245 damage. 1f easier on CH.
cl. MK, cr. LP xx LP WoL - 215 damage. Stupidly easy on CH.
cl. MK, cr. HP xx HP WoL - 303 damage. CH only.
cr. LP stuff - Eh.
HP AE, st. MK xx MP WoL - 255 damage.
Because of its slow speed HP AE needs to be deliberately set up, it seems (I haven’t studied the various okizeme scenarios yet). Pushback/precise spacing seems to be a factor.
Maybe it is easier to use on-the-fly if the opponent is abusing DWU…?
I wasn’t saying you were, I was agreeing with you…I have to play like that as well at times because its just the safe thing to do, especially since I don’t know the match up well.
offtopic Youtube upload is pretty slow for me, what about you guys? even try it at all?
As someone who is accustomed to playing zoning I have no trouble with it. I don’t feel like she can’t be played offensively though. I just prefer defense until I have a better feel for the character.
On a side note, her j.HP is ass. I need to stop using it.
I can’t test this because I’m at work, but is that actually a combo or was the dude not blocking? If that is a combo, I will get sooo much use out of it!
How do you block in the air? what is this Alpha 3? jk.
Seriously though it’s legit AA situation.
Overhead into super is 430 damage. I’m off to work(kinda late) and i’ll be on later to see all the new tech…or…checking in on my breaks. Keep me posted guys.
Anti Air, the first fireball floats them, after that the rest will combo.
On the ground? no. I mean…yes…and no. Like Meaty :hp: fireball will combo into EX fireball…but not too much after unless your in the corner which you can link off that with a normal…but not into Ultra from what I’ve tried…