I’m having fun, although getting into a room only works 10% of the time or so. Found a fun new setup with Azure with sacrifices a little bit of damage for a solid mixup
Ex Flipkick, wait a moment, L Fireball, SJ forward. The fireball will air reset them with the first hit and then connect meaty so they have to guess jump in/low/throw. It only works midscreen (in the corner you want to do Roku, air reset with a j.HP, then jump forward for the mixup). You’re giving up ~2k but the mixup feels nastier, but more testing is needed to see if it’s actually better
Am I crazy or does Kotaro feel pretty dumb? Good damage bnb to vortex, more rolento style random nonsense in neutral than you can shake a stick at and qcf p seems pretty difficult to punish. Is there some garbage factor I’m missing?
Almost everything she does is unsafe or fairly negative on block. She’s an all or nothing character, hit and run, trying to make you push buttons against things you will lose to, etc. If you’re patient against her, she’s liable to hang herself.
Hanzo is like the Viper of this game, except instead of burn kicks she has command throws. There’s a lot of work to be done here. There are people with 492 matches played already. Christ.
Aja also seems pretty good. Pretty good control of space and decent midscreen damage. I’m drunk rn btw.
I believe that’s basically it. From what I’ve figured out, it’s best to use it for extended juggles in the corner. If you’ve buffed it, you have enough time to attempt to reset back into more juggles.
Normally she can chain only two of her specials. That super lets her chain all five of them. The only limit is that you can only chain each special once per sequence. In addition to what d3v said, it can also be useful for guard breaks but if they parry any of the hits, it stops the chain dead in its tracks.
It’s pretty easy to punish once you figure out the timing. Generally it’s tap parry after you block it (as it’s stupid easy to punish on a parry) to parry the kunai and then free jump in combo. Just takes practice to get used to it.
I picked her up to mess around with and I’m getting the feeling that SA2 has to be boosted to be useful; one extra hit just doesn’t seem to be worthwhile when she gets very solid damage off basic stuff like HP xx QCF HP xx SA1. I’ve mainly been boosting SA1 because it’s so simple to confirm into, but I’m guessing that in the long run boosted SA2 is going to completely wipe the SA1 damage boost off the chart.